Samantha Esparza-Baker

Gameplay & AI Programmer

Aspiring gameplay-focused programmer with experience implementing player systems, AI behaviors, and interaction logic using Unity (C#) and Unreal Engine 5. Strong foundation in software architecture, data structures, and design patterns, with hands-on experience in iterative development, debugging, and agile collaboration. Focused on building clean, modular gameplay systems and delivering playable vertical slices.


Game Projects

Time Wound

Solo Project | Unity 3D 4-Player Couch Co-op | 2024

Overview
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 & Systems Implemented
- Local multiplayer using Unity split-screen for multiple players
- Unitys new Input System supporting keyboard and gamepad controls
- Enemy AI behavior logic and combat interactions
- Object pooling system for efficient enemy spawning and reuse
Technical Highlights
- Leveraged prior mechanics prototyping and balance testing from the board game to inform digital system design
- Designed gameplay systems to support simultaneous player input and screen management
- Implemented object pooling to reduce runtime allocations and improve performance
- Structured systems with future expansion in mind, including procedural dungeon generation for replayability
In Progress / Next Steps
- Integrating the procedural dungeon generator built (see below) to produce randomized level layouts
- Expanding AI behaviors to adapt dynamically to generated environments


Bite Sized AI and C# Architecture Projects

Procedural Generation

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.


Simple State Machine

Implemented a finite state machine (FSM) using C# interfaces to manage player movement states, including standing, ducking, jumping, and diving, following the approach outlined by Nystrom's section on Finite State MachinesEnhancements & Features
- Extended the FSM with additional states to support more complex player behaviors
- Provided a visual representation of the state machine to aid debugging and system understanding
- Designed the system to be modular and easily extendable for future gameplay mechanics

Flocking

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.This algorithm is demonstrated with a simple interactive desktop background.


Spatial Partition

Implemented a spatial partitioning system to optimize object queries by organizing entities based on their positions. Built using an example by Erik Nordeus, the system enables enemies to efficiently locate and engage the nearest player in real time.Enhancements & Features
- Expanded the base system to vary model placement on a chessboard layout, distinguishing enemies and NPCs using classic black-and-white coloring
- Added audio through a calming voiceover to enhance player experience
- Designed the system to be modular and extendable for additional AI behaviors or gameplay logic.


CONTACT


B.A. in Simulation Science, Games, and Animation
Minor in Computer Science
Embry-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 5
Houdini
Maya
Zbrush
HTML
Python
C | C++ | C#
Photoshop
After Effects
Premiere Pro
Substance Painter
SIMIO
ShoGun Motion Capture