Samantha Esparza-Baker
AI & Gameplay Programmer
Programmer specializing in Unity C# and C++. I write performant, clean, and self-describing code. I’m always eager to learn and leverage my skills to facilitate unforgettable gameplay and narrative driven experiences.Below is a collection of games Ive made and smaller projects focused on fundamentals of C# programming and AI concepts to grow my skills as a programmer.
Solo Game Projects
Time Wound
Solo Project | Unity 3D 4-Player Couch Co-op | 2024
This game was developed based on a board game, Vault Raiders, that I created for my Game Systems Production class. Since I had spent semester long prototyping, developing, and balancing the mechanics for Vault Raiders, I had a starting point for the video game version.For this project I utilized Unity's local multiplayer for split screens, Unity's new Input system for keyboard and gamepad controls, enemy ai behavior, and object pooling for dealing with spawning enemies. I plan to incorporate my dungeon generator, demo below, for randomized maps to increase replay value.
Bite Sized Projects with Ai and C# Architecture
Procedural Generation
Procedural generation is a technique used in games to create content like levels, terrain, or items dynamically instead of designing them by hand. It uses algorithms and rules to generate unique, yet structured, results, making each playthrough feel fresh.Based off an example I created a sci-fi dungeon generator using prefab rooms and hallways, allowing for easy alteration. At each entry point of a room there's probability of spawning a, hallway, special room, regular room, or a wall.
Download and run the exe file to try it out yourself.
Simple State Machine
The State Pattern is a behavioral design pattern that allows an objects behavior to be altered when its internal state changes by encapsulating the object’s behavior within different state objects that can then be dynamically switched.I used C# interfaces to implement a Finite State Machine depicted from Nystrom's section on Finite State Machines which implements states for player movements (standing, ducking, jumping, and diving)Then I extended the finite state machine to include more states and provided a visual representation of the state machine.
Flocking
Flocking is a way to make groups of things like birds, fish, or crowds move together naturally by following three simple rules: separation, alignment, and cohesion . Each individual follows these rules on its own, but when you put a bunch together, they create smooth, life-like movement without anyone leading. This makes it super useful in games and simulations for things like swarms, herds, or even enemy formations.I used this algorithm to create a simple interactive animated desktop background.
Spatial Partition
The Spatial Partition Pattern is a optimization pattern that efficiently locates objects by storing them in a data structure organized by their positions.
I implement a spatial partition based on an example by Erik Nordeus in order for enemies to find and attack the nearest player.I then expanded this by varying each model piece on a chess board, differentiating enemies from NPC's by classic chess black and white colors, as well as a calming voiceover.
CONTACT

B.A. in Simulation Science, Games, and Animation
Minor in Computer ScienceEmbry-Riddle University 2026
About
ARTIST | DESIGNER | PROGRAMMER
Aspiring game developer with a strong foundation in 3D modeling, 2D and 3D art, gameplay programming, and project management. I am passionate about creating immersive experiences using Unreal Engine and Unity.I am currently seeking an internship or entry level opportunities in the gaming industry.
Skills
Agile Development
OOP
Code Literacy
Leadership
Communication
Software Proficiencies
Unity
Unreal Engine 5Houdini
Maya
ZbrushHTML
Python
C | C++ | C#Photoshop
After Effects
Premiere Pro
Substance PainterSIMIO
ShoGun Motion Capture