Samantha Esparza-Baker

Gameplay Programmer

A collection of architecture, data structures, and design pattern demo projects and games showcasing player mechanics, AI behaviors, encounters, and animation integration in Unity and Unreal Engine.


Game Projects


Train to Mawthorne

Unreal 5 | Capstone 2026 | Project Manager & Gameplay Programmer

A biomechanical survival horror game where a passenger train has become a host for a parasite that feeds on its passengers flesh and emotional turmoil. Playing as Lillie, a grief-stricken woman trying to return home after her sister’s septic death, the player must discover how the parasite spread, and figure out how to kill the train.


Pet Da Duck 2

Unity 2D | Clicker Game 2026 | Solo Developer

2D clicker game in Unity supported by a Laravel and AWS backend to handle persistent player data and online functionality. Using a leaderboard database that tracks player usernames and high scores, creating a competitive progression system with persistent rankings. Login and registration systems that allow players to create accounts, return to existing saves, or start fresh with new progress depending on their playstyle.Save and load functionality that preserves player progress between sessions through periodic auto-saving and saving on game exit. To support this, I developed web request systems that sync player data between Unity and the Laravel backend, including score, high score, selected sprite, and score increase values.


Vault Raiders

Board Game | 3-4 Players | 2024 | Solo Designer

After a famous treasure hunter reveals the location of a mysterious treasure underneath a mountain, you gather up your courage and embark on a journey. In order to receive this treasure you must explore the caves beneath the mountain to find vaults and keys. However, there are fellow adventurers and strange monsters who you must fight against. Obtain the most treasure and go down in history as the greatest treasure hunter of all time.


Time Wound

Unity 3D | Multiplayer Couch Co-op 2024 | Solo Developer

4 player co-op game where players navigate a dungeon, solve puzzles, and open vaults to collect as many coins and gears they can under a time restraint. Gears are used to add time to the clock in the central room. Players must all escape the tunnels before time inevitably runs out with as much money possible.

Small Projects

Procedural Generation

Unity 3D

Procedural dungeon generation system in Unity spawning modular prefab rooms and hallways based on adjustable spawn probability and layout rules.


Spatial Partition

Unity 3D

Implemented a spatial partitioning system to optimize object queries by organizing entities based on their positions. Reference Erik Nordeus, the system enables enemies to efficiently locate and engage the nearest player in real time.


Ultra Simple State Machine

Unity 3D

A finite state machine (FSM) demo in Unity using interfaces to manage player movement states; standing, ducking, jumping, and diving, following the approach outlined by Nystrom's State Machines
- This system is modular and easily scalable

Flocking

Unity 3D

Implemented a flocking algorithm using separation, alignment, and cohesion to simulate natural group movement. Designed as an interactive agent-based system suitable for swarms, crowds, or enemy formations.


CONTACT

About

B.A. in Simulation Science, Games, and Animation
Minor in Computer Science
Embry-Riddle Aeronautical University


Skills

Code literacy
Leadership
Collaborative teamwork
Clear communication
Adaptability
Problem-solving
Agile mindset

Software Proficiencies

Game Engines
Unity
Unreal Engine 5
Modeling & Animation
Houdini
Maya
Zbrush
Programming
C++
Blueprints
Unity C#
Python
PHP
SQL
Art & Design
Photoshop
After Effects
Premiere Pro
Substance Painter
Tools & Communication
GIt/Github
Diversion
Perforce
Slack
Microsoft Suite
ShoGun Motion Capture

Time Wound

Unity 3D | Multiplayer Couch Co-op | 2024
Solo Developer

DETAILS
Time Wound is a digital adaptation of an original board game I designed and balanced over a full academic term. The video game version builds on that foundation, translating tabletop mechanics into real-time, systems-driven gameplay with a focus on local multiplayer, AI behavior, and scalable architecture.
GAMEPLAY
- Local multiplayer using Unity split-screen
- Unity 6 Input System supporting keyboard and gamepad controls
- Enemy AI behavior tree and ballistics attacks
- Object pooling system for enemy spawning to reduce runtime allocations and improve performance
FUTURE IMPLEMENTATIONS
- Integrating my prefab procedural dungeon generator project to produce randomized level layouts
- Expanding AI behavior tree

Procedural Generation

Unity 3D | 2025

Developed a procedural dungeon generation system in Unity to create dynamic, replayable environments using modular prefab rooms and hallways. The system was built inspired by and expanded from this example.Each room contains defined entry points that evaluate probabilistic generation rules to determine whether to spawn a hallway, regular room, special room, or a terminating wall. This approach balances controlled structure with randomness to prevent invalid layouts while maintaining variety between runs.The generator is designed to be easily configurable and extensible, allowing room types, probabilities, and layout rules to be adjusted without rewriting core logic. The system is intended for integration with gameplay mechanics, AI navigation, and replay-focused level design.A downloadable executable is provided to demonstrate the system in action.

Train to Mawthorne

Unreal 5 | Capstone 2026 | Producer & Gameplay Programmer

"A first person biomechanical survival horror game where a passenger train has become a host for a parasite that feeds on its passengers flesh and emotional turmoil. Playing as Lillie, a grief-stricken woman trying to return home after her sister’s septic death, the player must discover how the parasite spread, and figure out how to kill the train."Our team of 5 (2 programmers and 3 artists) developed this game during our senior capstone class (~8 months) and showcased the demo at GDC 2026.

Gameplay Developer
- Designed the core gameplay loop, combat systems, atmosphere, and overall “feel” of the game to support the intended player experience.
- Created and implemented gameplay features using Unreal Engine Blueprints, focusing on enemy behavior, combat interactions, and progression systems.
- Developed enemy AI behaviors using Behavior Trees, allowing enemies to respond dynamically to player actions and environmental events.
- Implemented a gameplay tag quest interaction system and damage type system where enemy resistances and weapon effectiveness change based on discovered weapons and combat encounters.
- Built dormant enemy states where enemies remain inactive until triggered by player interaction, damage, or scripted events that call their awake function.
- Used AI Perception (AISense) to create enemy reactions to sound, sight, damage, and physical contact from the player.
- Designed specialized enemy behaviors, including enemies with the “scared of fire” tag that cower from the player’s lighter when equipped and within range.
- Created organ enemy behaviors, enemy spawners, and pickup systems tied to combat encounters.
- Implemented organ death sound effects to strengthen combat feedback and atmosphere.
- Developed an event-driven dialogue and quest system for progression and narrative delivery.
- Built a crafting system that allows players to combine inventory items into usable weapons.
- Created a Molotov throwable weapon with physics interactions, fire spread, damage-over-time effects, and Chaos fracture destruction systems.

Producer
- Managed version control through Diversion to keep programming, design, and art teams aligned across development.
- Assigned and tracked tasks to maintain steady progress and clear team accountability.
- Maintained organized documentation for the GDD, production workflows, and development backlog.
- Acted as the main point of communication between design and programming teams, resolving conflicts and ensuring smooth collaboration.
Challenges & Solutions- With only a few weeks to develop the core gameplay loop due to the class structure, the project required several pivots as our gameplay pillars and goals became more clearly defined. Since I had been iterating on the concept prior to senior year, I helped guide these transitions by clearly communicating design changes to the team and reducing bottlenecks during task handoffs.
- Having only two programmers, while also balancing my role as producer, meant we had to be strategic with development time. We leveraged tutorials and pre-built systems where possible to speed up implementation, allowing us to focus our efforts on customization, polish, and the core gameplay experience.