Gameplay systems / Enemy AI / FSM architecture
Location: Buenos Aires, Argentina — Remote
Email: joaquinmgonzalezaldea@gmail.com
Phone: +54 11 3192 2229

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.
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.
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.
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.
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
Combat Enemy, Unity
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
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
A simple loop for readable encounters: sense the player, choose a state, perform a clear action, communicate intent, then tune from playtesting.
Buenos Aires, Argentina
+54 11 3192 2229

