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Oluwatobi Joshua Okemakinde

Gameplay Programmer / Generalist Game Developer


Professional Summary

Gameplay programmer and generalist game developer with over 6 years of hands-on experience building gameplay systems, prototypes, tools, and performance-conscious game features. Experienced in Unity, C#, Unreal Engine, gameplay mechanics, enemy AI, debugging, version control, and cross-disciplinary collaboration. Strong problem solver with a focus on clean, maintainable code and playable implementation.

Work Experience

Game Programmer

Blue Goo Games

  • Developed and optimized gameplay systems in Unity, including player character mechanics, enemy AI behavior, and core gameplay features.
  • Built scripts and QA tools to streamline development workflows, improve testing, and support faster iteration.
  • Served as the primary network programmer on unannounced Unity multiplayer work involving Netcode for GameObjects, client/server gameplay state, remote player presentation, physics interactions, diagnostics, and performance-focused implementation.
  • Identified, debugged, and resolved gameplay, performance, and implementation issues to improve stability and player experience.
  • Managed version control with Git, resolved conflicts, and helped maintain project stability across development.
  • Wrote clean, maintainable, and well-documented code following best practices for scalability and collaboration.
  • Worked closely with designers and artists to implement gameplay features aligned with the creative vision.

Selected Projects

Poltergeist For Hire

Lead programmer for a Ludum Dare 55 game jam submission built in Unity. Worked with a team to develop a physics-based game inspired by the theme "Summoning."

  • Implemented core gameplay systems and physics-based interactions.
  • Collaborated with team members under a short production timeline.
  • Helped debug and polish the game for jam submission.

Survival Zombie Shooter

Developed a 3D first-person zombie shooter prototype in Unreal Engine.

  • Implemented the core gameplay loop.
  • Designed and built a functional weapon system.
  • Created enemy AI behavior for combat encounters.
  • Worked on player-facing gameplay feel and iteration.

N.O.A.S

Lead programmer for a Ludum Dare 52 game jam submission built in Unity around the theme "Harvest."

  • Developed the core gameplay loop and mechanics.
  • Collaborated with a team to produce a playable jam submission.
  • Fixed bugs and improved gameplay flow during development.

Room Editor

Developed a Unity prototype for a room editor feature with custom placement rules and mechanics.

  • Designed and implemented a custom grid system.
  • Built placement logic for precise and flexible user interaction.
  • Prototyped editor-style gameplay functionality.

Main Hobby Project

Ongoing 2D action-adventure project developed in Unity.

  • Built a fluid player character controller.
  • Developed enemy AI using state machines.
  • Implemented side-scrolling gameplay systems and collision logic.
  • Iterated on features based on tester feedback.