Aaron Goodwin

Gameplay Systems Developer


Indie-focused game developer with experience in Unity / Unreal Engine 5, C# / C++ and a passion for creating both industry standard and niche gameplay systems, AI behaviors and development tools


Overview


I am a gameplay and systems-focused developer with a B.S. in Game Development from Full Sail University. I specialize in designing modular gameplay mechanics, enemy AI behaviors, and state-driven systems that support clear player interaction and maintainable architecture. I primarily work in Unity and Unreal Engine, using C# and C++ to build scalable, team-friendly gameplay systems.My work is driven by an interest in how gameplay systems shape player experience — from pacing and tension to the relationship between mechanics and atmosphere. Across projects such as Earth Untamed, Fluxuate, and Ghostlight, I have focused on AI behavior, gameplay logic, animation integration, and tools that support iterative development.I am currently seeking entry-level roles as a Gameplay Programmer or Technical Developer, and I also provide programming instruction for students ranging from middle school to university-level computer science programs.


Featured Works


Earth Untamed

  • Unity | C#

  • 4 Person Team


Earth Untamed is a psychological survival prototype centered around player vulnerability and environmental tension. The game features a sanity system that dynamically influences the player's experience, introducing hostile entities as the player’s mental state deteriorates.

Video

As the player explores the environment, their sanity gradually declines when they are separated from safe areas such as campfires. When sanity reaches critical levels, hostile entities known as Shadow Children begin to appear and actively pursue the player. These enemies rely on perception-based behaviors that react to the player’s field of view, creating a hide-and-seek dynamic where enemies freeze when directly observed but continue advancing when the player looks away.

This system creates a gameplay loop focused on awareness, positioning, and environmental navigation, reinforcing the game’s psychological horror atmosphere through systemic mechanics rather than scripted events.


Ghostlight

  • Unity | C#

  • 3 Person Team


Ghostlight is a survival-focused gameplay prototype built around exploration, preparation, and environmental tension. Players alternate between foraging for herbs in a hostile environment while being pursued by a persistent enemy before returning to the safety of home to craft potions and prepare for the next expedition.

Video

Potion crafting involves setting up the recipe book at the crafting station and processing ingredients in the right ways based on the chosen recipe.

This structure emphasizes player vulnerability and preparation, encouraging careful resource management while navigating an unpredictable environment.


Video

Jupiter Skybox

  • Blender | Krita | Unity

  • Data sourced from NASA Cosmic Imagery Database


This project involved creating a high-resolution skybox of Jupiter using publicly available imagery captured by NASA’s Hubble Space Telescope.

The goal was to transform real astronomical imagery into an environment background suitable for use within a real-time game engine.

To achieve this, I processed and arranged the source images to produce a seamless skybox texture that could wrap correctly around the game environment. A 3D model of Jupiter was also created in Blender to provide an accurate planetary reference within the scene.

The project served as an exercise in asset pipeline development, including texture preparation, 3D modeling integration, and environment rendering within a real-time engine.



Technical Skills


Languages & Engines

  • C#

  • Unity (URP)

  • C++, Blueprints

  • Unreal Engine 5

  • GD Script

  • Godot 4

Gameplay Systems

  • Data-Driven Programming

  • Event-Driven Architecture

  • Modular Combat & Damage Pipelines

AI Systems

  • Behavior Architecture & State Logic

  • Spawn Management Systems

Debugging

  • Building Custom Data-Driven & Visual Debugging Tools

  • Utilization of Industry-Standard Debugging Methods & Features

Project Management Tools

  • Git

  • Perforce

  • Jira

  • Confluence


Storytelling


I have been telling stories as long as anyone has been around to listen.My path into game development began in the online communities of the early 2000’s, experimenting through the collaborative role-playing forums of various fandoms like Star Wars and Lord of the Rings, wading through oceans of both in- and out-of-character relationships.Without realizing it, I was tinkering with narrative design, exploring character-driven interactions, navigating complex relationship dynamics, building detailed canonical lore and structured narrative planning.Those experiences became part of the process with which I build gameplay mechanics and systems today, telling stories to players through systems and interactions rather than words alone.


Exploring emotionally complex characters through my own art is one of my favorite ways to build narrative moments.


I love participating in the entire production pipeline, from concept through asset creation and gameplay programming.


I have often used manga to establish the most essential elements of my stories.


I enjoy developing narrative cornerstones and mechanics by detailing my character's personalities.

This provides opportunities to explore design and development that preserve a focus on the player's connection to the story.



Feel free to contact me via email or phone at any time.

706.575.5553