The Wizard’s Code
A narrative 3D RPG developed by six designers and programmers, supported by an external RIT art and audio team.

Making combat and AI respond to the player
The Wizard’s Code was a Unity capstone built by a team of six designers and programmers, with additional art and audio support. My contributions focused on gameplay, AI, and the player’s interface with combat.
What I worked on
I developed goal-oriented action planning behavior, combat mechanics, and elemental abilities. I connected UI to health, stamina, and magic, and created materials for magical effects.
Skills demonstrated
Unity gameplay programming, GOAP, combat systems, UI integration, and technical art. The AI uses goal-oriented action planning.
The player is a knight confronting a family that uses magic to control its people. Fire, air, ice, and lightning change the player’s attacks and combos throughout the journey. An external RIT team of 20 artists and sound designers supported the six-person development team.
My contributions
- Developed responsive enemy behavior using goal-oriented action planning.
- Built combat mechanics, elemental abilities, and sword materials for water and fire effects.
- Connected the interface to health, stamina, magic, and ability selection.
- Helped shape the narrative and semi-open world around encounters and discoverable magical elements.
Project gallery
Also titled “The Witcher’s Code” on the original project detail page.

