

Hello! My name is Eddy Elguezabal, and I am a graduate of the University of Florida with a Bachelor's degree in Game Design and a Minor in Computer Science.
I specialize in Unity and C#, with a strong focus on gameplay system architecture, multiplayer game development using Netcode for GameObjects, and backend solutions through PlayFab.
As a collaborative and adaptable team player, I have experience building and managing teams from the ground up. From inception to release, I have successfully guided teams through all stages of development while fostering growth and scalability.
My portfolio includes commercial titles such as Write Warz and Realms, alongside a variety of personal projects developed during my academic and professional journey.
Below, you’ll find a showcase of projects I’ve worked on, detailing my specific contributions and expertise in each.
COMMERCIAL GAMES
Released in March of 2025, Write Warz is a live service story building party game where a group of up to six are put into a lobby and write sentences to collaborate on a story, with a plethora of themes, special events and characters to mix up the possibilities.
The game has won Best Indie Game and Audience Choice Award at the Dreamhack Dallas 2024 and Dreamhack Atlanta 2024.
I was brought in to work on the game in March of 2023 at its inception. I was one of 2 developers at the start, and the sole programmer. Over the course of two years the team grew to 10.
I served as Senior Software Engineer, along with serving as the one of the main production managers, facilitating communication from code team to the art and design teams.
I contributed around 70% of the code base, including the base game mechanics , the networking and the UI programming. I also was the sole Backend Developer where I created common live service mechanics like shops, battlepasses, inventories etc.


Realms is a single-player FPS inspired by the mechanics and storytelling elements of Dungeons & Dragons. A unique feature of the game is its gun, powered by a D20 die that rolls every time you shoot, adding an element of unpredictability and strategy to gameplay.
This project was my capstone during my final year of college and served as the culmination of my game development training, which earned me a Bachelor of Arts degree from the University of Central Florida. Our team consisted of approximately 15 dedicated individuals, each contributing their unique skills to bring this ambitious project to life.
My primary focus was on developing the enemy AI from the ground up. I created three distinct enemy types and designed two boss battles, each featuring unique movesets. These included enemies with flying, jumping, and ranged attack behaviors, adding depth and variety to the combat experience.
In addition to my work on enemy AI, I contributed to the design and implementation of several puzzles and hazards featured throughout the game's levels. I also played a significant role in integrating sound effects, ensuring they enhanced the immersive experience for players.

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PERSONAL PROJECTS


Chamber of Elements is a single-player, turn-based roguelike card game. Players choose a class, each equipped with a limited set of basic elements. At the start of each turn, five elements are rerolled, which players can then combine to craft spells. These spells can be used to attack enemies or cached for strategic use in future turns.
Development for this project began in 2020, in collaboration with my roommate. My primary role was focused on design-oriented implementation, enabling my roommate—a designer—to seamlessly create and expand game content. I developed systems allowing the designer to add new elements, classes, and spell recipes with ease. Additionally, I implemented a fully customizable "run" system through the Unity Inspector, which empowered the designer to define new floors and branching paths for the game's progression.


Time to Get Fruity was a class project designed to experiment with Unity's XR Interaction Toolkit. The game featured three levels, each centered around manipulating time with the ability to stop, slow, or reverse its flow.

My primary contribution was developing the core time reversal mechanics. This included designing puzzles that required players to reverse the state of specific objects to progress. Examples include restoring a broken key or reconstructing a collapsed bridge, showcasing the creative potential of time-based gameplay in an immersive environment.

