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


Video

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.


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.


Video

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.


Video

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 Me

B.A. in Simulation Science, Games, and Animation
Minor in Computer Science
Embry-Riddle Aeronautical University
Current Project: Project Manager and Gameplay Programmer for unannounced survival horror game.Currently Learning: PHP/MySQL for game backend services using Laravel and AWS. (see PetDaDuck2 on my github) and crochet.

Software Proficiencies

Game Engines & Programming
Unity
Unreal Engine 5

Unreal Blueprints
Unity C#
C++
Python
Tools & Communication
Microsoft Suite
Git/Github
Diversion
Perforce
Slack
Art & Design
Maya
Adobe Suite
Photoshop
Premiere Pro
After Effects
Substance Painter
Zbrush
Houdini

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 the course of an academic term. The project translates turn-based tabletop mechanics into real-time, systems-driven gameplay, with a focus on local multiplayer, AI-driven behavior, and scalable architecture.
GAMEPLAY- Implemented local multiplayer support using Unity split-screen
- Built input handling using the Unity 6 Input System, supporting both keyboard and gamepad configurations
- Developed enemy AI using a behavior tree–driven system with projectile-based ballistic attacks
- Implemented an object pooling system for enemy spawning to reduce runtime allocations and improve performance
FUTURE IMPLEMENTATIONS- Integration of a custom procedural dungeon generation system to create dynamic, replayable level layouts
- Expansion of the enemy AI behavior tree to support more complex decision-making and combat behaviors

Procedural Generation

Unity 3D | 2025

Developed a procedural dungeon generation system in Unity for creating dynamic, replayable environments using modular prefab rooms and hallway segments. The system was inspired by and extended from this reference implementation.Each room contains defined entry points that evaluate probabilistic generation rules to determine whether to spawn a hallway, standard room, special room, or a terminating wall. This design balances structured layout constraints with controlled randomness, preventing invalid configurations while preserving variability across runs.The system is designed to be data-driven, configurable, and extensible, allowing room types, spawn probabilities, and generation rules to be adjusted without modifying core logic. It is built with future integration in mind for gameplay systems, AI navigation, and replayable level design pipelines.* A downloadable executable build is available to demonstrate the system in runtime.

Train to Mawthorne

Unreal 5 | Capstone 2026 | Producer & Gameplay Programmer

A first-person biomechanical survival horror game set aboard a passenger train that has become host to a parasite feeding on both flesh and emotional turmoil. Players take on the role of Lillie, a grief-stricken woman attempting to return home after her sister’s septic death, uncovering how the parasite spread and ultimately discovering how to destroy the train.Developed by a team of 5 (2 programmers, 3 artists) over an 8-month senior capstone course, the project was fully produced through an end-to-end development cycle and showcased as a playable demo at GDC 2026.

Gameplay Developer- Designed the core gameplay loop, combat systems, and survival horror experience to define overall player feel and progression
- Implemented gameplay features in Unreal Engine Blueprints, including combat mechanics, enemy interactions, and progression systems
- Developed Behavior Tree–driven AI, enabling enemies to dynamically react to player actions and environmental stimuli
- Built an AI Perception system (sight, hearing, damage, and physical interaction) to drive responsive and emergent enemy behavior
- Created a tag-based quest, damage, and resistance system where enemy strengths and weaknesses evolve based on player discovery and combat encounters
- Implemented modular enemy systems, including dormant state activation, enemy spawners, and encounter-driven pickups
- Designed specialized AI behaviors (e.g., contextual fear responses such as enemies retreating from fire-based tools)
- Built core gameplay systems including crafting, inventory combination, and weapon creation mechanics
- Developed a Molotov weapon system featuring physics-based interaction, fire spread, damage-over-time effects, and Chaos destruction integration
- Created event-driven dialogue and quest systems for narrative progression and player guidance
- Implemented audio and feedback systems (e.g., contextual enemy death sounds) to reinforce combat impact and atmosphere

Producer- Managed version control using Diversion, ensuring consistent project alignment across programming, design, and art teams
- Assigned and tracked tasks to maintain development momentum, team accountability, and clear sprint priorities
- Maintained organized production documentation, including the GDD, development backlog, and workflow pipelines
- Served as the primary communication bridge between design and programming teams, resolving conflicts and ensuring smooth cross-discipline collaboration
Challenges & Solutions- With limited time to establish the core gameplay loop due to the academic production schedule, the project required multiple design pivots as gameplay pillars were refined. Having iterated on the concept prior to production, I helped guide these transitions by clearly communicating design updates and reducing friction during task handoffs between teams
- With only two programmers on the project while also fulfilling production responsibilities, we prioritized efficient development strategies by leveraging existing systems and tutorials where appropriate. This allowed the team to focus engineering effort on customization, polish, and delivering a cohesive core gameplay experience