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Fynn Gallagher-Mundy

// Programmer

Frontend Engineer by profession, Game Developer by passion.

Projects

> About_

I'm a Game Programmer creating games in Unity and C# for the past two years. I built this site to showcase my game projects. I am also currently learning how to make web games using Defold and Lua.

I also have 5 years of experience in Frontend Development with HTML, CSS (SCSS & Tailwind), JavaScript, and TypeScript.

If I'm not making games, I'm probably playing them. Some of my favourites are Pokemon, Dragon Quest, Celeste and Terraria. When away from the computer I'm usually playing 5 a-side football or at the gym.

Fynn
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> Skills_

Languages


JavaScript Logo JavaScript Logo C# Logo C# Logo Lua Logo Lua Logo

Engines


Unity engine Logo Unity engine Logo Defold engine Logo Defold engine Logo

Tools


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> Contact_

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> Projects_


AI Survival Simulation

A simulation of an agent gathering resources and fleeing from danger.

AI Survival Simulation

A hybrid AI architecture combining Behaviour Trees, State Machines and the Belief-Desire-Intention model. The agent reasons from beliefs to choose a desire (gather, flee, attack, etc.), then executes that intention through state-driven actions.

STACK: Unity, C#

>Behaviour Trees

>Finite State Machine

>2D

GitHub - AI Simulation GitHub - AI Simulation YouTube - AI Simulation YouTube - AI Simulation
View Project

Dungeonball

Dungeonball - dodgeballs being thrown at slimes

Dungeonball

Implemented the Observer pattern using C# events: player actions broadcast events that the UI subscribes to for updates. Used the Strategy pattern to determine when a path should be recalculated, separating the logic into distinct classes.

STACK: Unity, C#

>Character Controller

>FPS

GitHub - Dungeonball GitHub - Dungeonball itch.io - Dungeonball itch.io - Dungeonball YouTube - Dungeonball YouTube - Dungeonball
View Project

Virtual Pet

Game logo - Virtual Pet - A 3D virtual dragon in a real-world space

Virtual Pet

Utilised the Meta XR SDK's hand tracking capabilities to interact with the augmented pet and toys. Pet behaviour is driven by a state machine that reacts dynamically to player actions.

STACK: Unity, C#, Meta XR SDK

>Augmented Reality

>Finite State Machine

GitHub - Virtual Pet GitHub - Virtual Pet YouTube - Virtual Pet YouTube - Virtual Pet
View Project

> More Projects_

Game logo - Sweet Dreams - a blue character jumping around on platforms

Sweet Dreams

Implemented coyote time and jump buffering using timers. The jump executes if input occurred within a set timeframe before touching the ground or leaving a platform. Made in 48 hours as part of a team for the 2025 Global Game Jam.

STACK: Unity, C#

>Game Jam

>Character Controller

GitHub - Sweet Dreams GitHub - Sweet Dreams itch.io - Sweet Dreams itch.io - Sweet Dreams YouTube - Sweet Dreams YouTube - Sweet Dreams
Cosmic Cultivator - a pink alien in a ufo floats above a cow in a wagon

Cosmic Cultivator

Built a timed Wave Spawning System using Object Pooling to minimise runtime allocations. Used an editor-exposed Animation Curve for spawn rates and movement speeds, decoupling logic and data for scalable difficulty tuning.

STACK: Unity, C#

>Object Pooling

>2D

GitHub - Cosmic Cultivator GitHub - Cosmic Cultivator itch.io - Cosmic Cultivator itch.io - Cosmic Cultivator YouTube - Cosmic Cultivator YouTube - Cosmic Cultivator
Game logo - City Drift - a black car in the city streets jumps over a fence

City Drift

Created a drifting mechanic by taking Rigidbody's lateral velocity and applying a counter force to control sliding. Reduced counter force on player input letting the vehicle slide and creating a controlled oversteer.

STACK: Unity, C#

>Drifting Physics

GitHub - City Drift GitHub - City Drift itch.io - City Drift itch.io - City Drift YouTube - City Drift YouTube - City Drift
> fynngm@hotmail.com
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fynngm@hotmail.com
Built by Fynn Gallagher-Mundy