Gameplay systems / Enemy AI / FSM architecture

Joaquin Gonzalez Aldea

Joaquin Gonzalez Aldea

Joaquin Gonzalez Aldea

Unity Gameplay Programmer building readable enemy AI and maintainable combat systems.

Unity Gameplay Programmer building readable enemy AI and maintainable combat systems.

Unity Gameplay Programmer building readable enemy AI and maintainable combat systems.

I design AI-driven encounters around explicit state transitions, telegraphed actions and fast iteration in Unity. My focus is combat readability: enemies that communicate intent, challenge the player fairly and stay maintainable as systems grow.

I design AI-driven encounters around explicit state transitions, telegraphed actions and fast iteration in Unity. My focus is combat readability: enemies that communicate intent, challenge the player fairly and stay maintainable as systems grow.

I design AI-driven encounters around explicit state transitions, telegraphed actions and fast iteration in Unity. My focus is combat readability: enemies that communicate intent, challenge the player fairly and stay maintainable as systems grow.

Location: Buenos Aires, Argentina — Remote

Email: joaquinmgonzalezaldea@gmail.com

Phone: +54 11 3192 2229

Black-and-white portrait of Joaquin Gonzalez Aldea

What I Build

What I Build

Enemy Behavior

Chase, attack, dodge and recovery behaviors built around clear state transitions.

Combat Readability

Telegraphs, reaction windows and animation feedback that teach timing and keep encounters fair.

State-Driven Systems

Maintainable gameplay architecture using custom FSMs, C#, OOP and data-driven configuration.

Progression & Rewards

Player progression, persistence, configurable balancing and daily reward loops.

Experience

Experience

Experience

Gameplay systems, teaching and prototyping

Gameplay systems, teaching and prototyping

01

01

Unity Developer Intern — Wanderer Labs

Unity Developer Intern — Wanderer Labs

May 2025 to Present

Design and implement enemy combat behavior using a custom Finite State Machine. Build attack, chase, dodge and recovery logic for readable encounters. Tune timing, movement and Animator transitions from playtesting feedback. Prototype gameplay mechanics and iterate with the development team.

02

02

Unity Dev and Game Desing — Freelance

Unity Dev and Game Desing — Freelance

Jan 2023 to PRESENT — Remote

Worked with international clients on Unity prototypes, gameplay systems, and game design. Currently designing the turn-based combat system for , a JRPG demo, covering skills, stats, status effects, enemies, encounters, boss mechanics, progression, and balance. Provided milestone documentation, build testing, and iterative feedback throughout development.

03

03

Programming Teacher, C# / Unity — Coding Giants

Programming Teacher, C# / Unity — Coding Giants

Sep 2025 to Dec 2025 — Remote

Taught programming fundamentals, OOP, game loops and Unity through project-based learning. Guided students through debugging and problem solving and adapted technical explanations to different skill levels.

Technical Stack & Strengths

Technical Stack & Strengths

Unity

C#

OOP

Finite State Machines

Enemy AI

Combat Systems

Animator states and transitions

ScriptableObjects

Unity UI / Canvas

Gameplay Architecture

Debugging

Refactoring

Gameplay Prototyping

Playtesting

Education

Escuela Da Vinci — Video Game Design and Programming — 2023 to Present

Final thesis in progress.

Languages

Spanish — Native

English — Good working knowledge

German — Working knowledge

Selected Projects

Selected Projects

Combat Enemy, Unity

Murdak Monk

Murdak Monk

Designed a melee enemy encounter with an FSM architecture. Implemented chase, attack, dodge and recovery states, telegraphed attacks and fair reaction windows. Iterated behavior from playtesting observations with a focus on player readability.

FSM

Enemy AI

Combat

Card Game Systems

Kitos Kingdom

Kitos Kingdom

Built player progression and reward loops, daily rewards, persistence systems and data-driven gameplay balancing. Focused the system design on clarity, retention and player motivation.

Progression

Persistence

Balancing

How I Build Enemy AI

How I Build Enemy AI

A simple loop for readable encounters: sense the player, choose a state, perform a clear action, communicate intent, then tune from playtesting.

01

Perception

Read distance, facing, timing and player intent before choosing behavior.

02

State Decision

Choose the next FSM state: Idle, Chase, Attack, Dodge or Recover

03

Combat Action

Run movement, attack timing and dodge windows with fair reaction space.

04

Feedback

Use telegraphs, animation states and recovery cues so the player understands intent.

05

Tuning

Iterate values, transitions and pacing from playtesting until the encounter feels fair.

Black-and-white portrait of Joaquin Gonzalez Aldea

01

Perception

Read distance, facing, timing and player intent before choosing behavior.

02

State Decision

Choose the next FSM state: Idle, Chase, Attack, Dodge or Recover

03

Combat Action

Run movement, attack timing and dodge windows with fair reaction space.

04

Feedback

Use telegraphs, animation states and recovery cues so the player understands intent.

05

Tuning

Iterate values, transitions and pacing from playtesting until the encounter feels fair.

Black-and-white portrait of Joaquin Gonzalez Aldea

01

Perception

Read distance, facing, timing and player intent before choosing behavior.

02

State Decision

Choose the next FSM state: Idle, Chase, Attack, Dodge or Recover

03

Combat Action

Run movement, attack timing and dodge windows with fair reaction space.

04

Feedback

Use telegraphs, animation states and recovery cues so the player understands intent.

05

Tuning

Iterate values, transitions and pacing from playtesting until the encounter feels fair.

Black-and-white portrait of Joaquin Gonzalez Aldea

Available for Unity gameplay programming opportunities.

Available for Unity gameplay programming opportunities.

Available for Unity gameplay programming opportunities.

Buenos Aires, Argentina

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