Gameplay Systems, AI & Animation
Character controllers, physics, enemy AI, navigation and animation systems that feel good on touch screens and stay tunable by designers.
Gameplay code is where feel lives, and feel is mostly details: input buffering, coyote time, camera damping, hit-stop, the way a character settles onto a slope. I build these systems so the numbers that control them are exposed to designers rather than buried in code. Movement and physics. I choose the controller model per game. Unity’s CharacterController suits many third-person games; a kinematic collide-and-slide controller gives exact control and can be re-simulated for networked play; Rigidbody-driven movement fits physics toys and vehicles. Collision layers, the fixed timestep and…