MAMor AjubelRésumé

UNITY & C# · GAMEPLAY DEVELOPMENT

Unity Developer& Gameplay
Programmer.

I’m Mor Ajubel. I build playable systems — from character control and combat to AI, progression and the rules that connect them.

SELECTED WORK / 60-SECOND SHOWREEL

Music: District Four — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

Gameplay systems & real-time 3DFeatured: Blades & Brains ↗
Gameplay programmingAI & state-based systemsReal-time 3D

01 / SELECTED PROJECTS

From mechanics
to playable experiences.

Solo development, team collaboration and focused prototypes. Each project highlights my contribution and the systems behind the gameplay.

02 / FEATURED CASE STUDY

Blades & Brains

Two perspectives.
One continuous gameplay loop.

RoleSolo developer
EngineUnity · C#
FocusGameplay · AI · Systems
ScopeConcept → prototype → playtesting

Music: Truth of the Legend — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

Connecting action
and strategy.

I developed this 3D game as a complete solo project. Its central design idea is the ability to move between direct control of a knight and a strategy view of the same battlefield.

The work was in making the systems cooperate: a selected unit changes control mode, the camera follows that decision, other units continue acting, and combat feeds into the same base-health and victory conditions.

01Select a knightStrategy view & unit management
02Take controlThird-person movement & combat
03Return to strategyAI control & resource decisions
04Resolve the battleBase health, victory & defeat

PLAYER SYSTEMS

State-based character control

Movement, running, jumping and falling connect with targeting, melee attacks, blocking, dodging and hit reactions. Health and death complete the character lifecycle.

I connected the animations to the gameplay code and iterated on behavior through repeated testing and debugging.

AI & STRATEGY

A shared battlefield

Enemy and ally AI use detection, chase and attack ranges, behavior transitions and attack cooldowns. Strategy play adds unit selection and spawning, currency costs, bases and base health.

The resource system uses passive income and unit costs. Gathering, crafting and building were planned extensions, outside this version.

TECHNICAL BREAKDOWN

Changing who controls the knight

The Strategy / Combat enum represents the active mode. Entering combat gives the selected knight player control while the other knights retain their AI behavior. The transition also coordinates input, navigation and camera configuration.

View C# — mode switching

Excerpt from the project; surrounding code is omitted.

public enum GameMode { Strategy, Combat }

// Within SwitchToCombatMode:
        foreach (GameObject knight in knightRoots)
        {
            if (knight == null) continue;

            if (NormalizeKnightRoot(knight) == NormalizeKnightRoot(SelectedKnight))
                EnableCombatStack(knight);
            else
                EnableStrategyStack(knight, ResolveEnemyBase());

            foreach (KnightSelectable selectable in knight.GetComponentsInChildren<KnightSelectable>(true))
                selectable.ApplyCameraPolicy();
        }

Three debugging priorities

  • Base attacks: getting allied knights into a valid position to damage the enemy base.
  • Individual hit reactions: keeping damage and reactions specific to the unit that was hit.
  • Camera transitions: following the selected knight and restoring a useful view when entering combat.

The current source includes base approach logic, hit filtering and camera-rig management addressing these areas. The footage below shows the resulting prototype behavior.

Ownership & scope

I implemented the gameplay code, integrated animation, assembled the world, and designed the UI and campfire main menu. I used tutorials and AI assistance as learning and debugging resources during development.

Environment and character assets are distinct from my programming and integration work; this project is not presented as an entirely self-modeled asset library.

Music: Five Armies — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

Base combat and victory flow · 17 seconds

Music: Folk Round — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

Main menu, atmosphere and UI · 13 seconds
Watch individual unit hit reactions · 16 seconds

Music: Rocket — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

03 / SOLO UNITY DEMO

DragonBallGT

A 2D action RPG student fan project inspired by The Legacy of Goku.

RoleSolo development & UI
EngineUnity · C#
Playable scopeTen combat waves
FocusCombat · AI · Progression

Music: Adventure Meme — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

Combat with
connected feedback.

I built and connected the gameplay, UI and animation in Unity. Melee attacks, Ki projectiles and a sustained beam interact with enemy behavior, health, energy and player progression.

The demo contains ten waves in one gameplay scene, including a final boss encounter. Super Saiyan and Instant Transmission remain planned features.

Different enemies, shared rules

Brawler enemies close the distance, shooters maintain range, and the boss combines melee, ranged and special-attack states. Wave configuration controls enemy composition and staggered spawning.

Progression & interface

Health, Ki, experience and stat allocation connect combat to progression. The pause interface brings together status, inventory and settings. PlayerPrefs persistence covers player stats and consumable counts.

TECHNICAL BREAKDOWN

Animation-driven attacks

Attack input checks cooldown and energy before entering a windup. An animation event spawns the projectile at the release point. The sustained beam adds ongoing Ki consumption, repeated damage timing and stun cleanup.

View C# — animation event flow

Excerpt from the project; surrounding code is omitted.

    void TryKiBlast()
    {
        if (Time.time < lastKiBlastTime + kiBlastCooldown) return;
        if (kiBlastPrefab == null) return;
        if (playerStats != null && !playerStats.TryUseKi(kiBlastCost)) return;

        lastKiBlastTime  = Time.time;
        isKiBlastWindup  = true;
        playerStats?.CancelMeditation();
    }

    // Called by Animation Event on last frame of kiblast animations
    public void SpawnKiBlast()
    {
        isKiBlastWindup = false;
        if (kiBlastPrefab == null) return;
        AudioManager.Instance?.PlayKiBlast();

        Vector2 spawnPos = (Vector2)transform.position + movement.FacingDirection * 0.5f;
        GameObject blast = Instantiate(kiBlastPrefab, spawnPos, Quaternion.identity);
        KiBlast kiBlast  = blast.GetComponent<KiBlast>();
        kiBlast.damage   = kiBlastDamage * (playerStats != null ? playerStats.PowMultiplier : 1f);
        kiBlast.Launch(movement.FacingDirection, kiBlastSpeed);
    }

Development and UI integration by me. Sprites and animation were created with AI assistance and integrated in code. Dragon Ball characters and the original game are references for this student fan project.

04 / ADDITIONAL DEVELOPMENT

Different constraints.
More ways to build.

TEAM DEMO · UNITY

Sound Spectrum

I designed and implemented the menus, screens, visual objects, effects and gameplay feedback, with a focus on visual refinement and UI polish. I also implemented score and combo logic and integrated the results screen. My project partner handled the core rhythm systems: timing, note spawning and hit detection.

Music: Disco Medusae — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

21-second UI & visual feedback edit · replacement soundtrack

COURSE PROJECT · UNITY / C#

First-Person Gameplay Prototype

I implemented this prototype using what I learned in my course. The project explores first-person movement, flight, water-related movement and day/night control. I especially enjoyed shaping the terrain and assembling the environment. Models and textures came from Unity Asset Store.

Music: Electrodoodle — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

20-second movement & exploration edit

HACKERU COURSEWORK · UNREAL ENGINE / BLUEPRINTS

Survival Prototype

Built mainly through HackerU coursework, with additional YouTube tutorials. The recorded demo shows a tropical environment, survival meters, inventory, crafting recipes, equipment and world interactions. This project represents my practical learning in Unreal and Blueprint workflows.

Music: Beach Bum — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

24-second survival gameplay edit

05 / SELECTED 3D WORK

Understanding what
goes into the world.

Alongside programming, I model, texture and rig assets. These studies give me hands-on experience with the visual side of game production.

Procedural brick wall

HOUDINI

Procedural brick wall

A procedural tool I built inside Houdini to create broken brick-wall forms. External plugin integration is a future direction.

Posed robot character with one hand raised

MAYA

Robot modeling & rigging

Modeled from scratch, then rigged with controls for posing and animation.

View rig setup & controlsRobot rig setup in Maya

Music: Funkorama — Kevin MacLeod · CC BY 4.0Edited excerpt · fades & volume mix

Game Boy-inspired lighter

MAYA

Game Boy-inspired lighter

A Zippo-style hard-surface modeling study, from construction to presentation.

Sonic character study

ZBRUSH

Sonic character study

A character model created from scratch, using Sonic as the design reference.

Textured blade

SUBSTANCE PAINTER

Textured blade

A self-built weapon asset with a material and texture study.

06 / ABOUT

From building assets
to building behavior.

I’m Mor, a Unity developer and gameplay programmer based in Tel Aviv.

My development path began with game creation and 3D work at HackerU, then continued into Unity and C# at SVCollege. I enjoy the point where individual mechanics become a coherent playable experience.

My projects span solo development, team collaboration and focused coursework. Alongside my studies, my work as a restaurant and bar manager at Ouzeria has involved coordinating people and responsibilities in a busy environment.

Download résumé ↓
  1. JUL 2024 — NOV 2025

    HackerU

    Game creation and 3D production studies. Modeling, visual workflows and Unreal projects.

  2. MAR — SEP 2026

    SVCollege

    Unity and C# development, gameplay projects and team-based work.

  3. CURRENT FOCUS

    Unity gameplay development

    Character systems, AI, combat and the integration that brings a game together.

Tools & practices

Unity · C# · OOP · State machines · Events · Input System · ScriptableObjects · Cinemachine · UI · Debugging · Unity Profiler · Object pooling · Plastic SCM

Unreal Engine · Maya · ZBrush · Houdini · Substance Painter

07 / CONTACT

Let’s talk gameplay.

For Unity development and gameplay programming opportunities.