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Jonathan Mangone

Unity Engineer focused on gameplay systems, technical architecture, and editor tooling.
I build scalable systems that improve iteration speed, stability, and designer workflows.

About

I specialize in building gameplay systems and editor tooling in Unity, with a focus on clean architecture, maintainability, and designer-facing workflows.

Game Programmer at Bitrate Games.
Experienced with Unity (C#), Unreal Engine (Blueprints), and Godot.

Available for remote Unity engineering roles and contract work. Contact me to connect.

Featured Tools & Systems

Selected examples of gameplay systems, tooling, and architectural work focused on scalability and iteration speed.

Projectile Trajectory System
ScriptableObject-driven architecture

Implemented an abstract ScriptableObject architecture to decouple projectile trajectory logic and support rapid creation of new movement patterns.

Interaction System
Inventory-driven interactions and animation state coordination

Designed and implemented an interaction system integrating Umotion, Odin, and IK rigging with requirement-based logic and coordinated animation states.

ScriptableObject HFSM

Designed and implemented a hierarchical finite state machine using abstract ScriptableObjects and a state creation wizard, enabling scalable behavior composition and rapid state authoring.

Tutorial Objective Particle Path

Designed and implemented a tutorial guidance system combining Unity’s Particle System with AI Navigation to visualize walkable paths to active objectives.

Target Indicator: Pickup & Throw

Implemented a pickup and throw targeting system with visual indicators to support spatial interaction feedback.

Surface Crack Editor

Custom 2D mesh editor to streamline the creation of surface crack meshes for use in a 3D environment. The tool enabled developers to author cracks of arbitrary size and shape, export meshes, and apply materials through a dedicated editor workflow.

Featured Games

Complete Game
Robo Routes by DevSciCloan
Delivery was scoped to a six-day development window.

Designed and developed a WebGL educational game focused on teaching core programming concepts through interactive gameplay. Implemented modular gameplay systems, level logic, and input handling with mobile support for classroom and at-home use.

Play on Itch.io

(mobile supported)

Robo Routes Screenshot
In Development
Scarlett's Game 2D by DevSciCloan

Developed a 2D Unity platformer for Android featuring player progression, cosmetic customization systems, and exploration-focused level design. Built reusable gameplay systems to support ongoing iteration and content expansion.

Download on Itch.io
Complete Game
Fluttering Heights by DevSciCloan

Built a 2D side-scrolling Unity game featuring physics-based movement, obstacle interaction, and collectible-driven progression. Focused on responsive controls, difficulty pacing, and mobile-friendly performance.

Play now on Itch.io

(mobile supported)

Early and Academic Projects

Complete Game
Othello

Implemented a complete digital version of Othello as a desktop application, including turn management, rule enforcement, and win condition evaluation. Designed core game logic with a clean separation between state and presentation.

Download Othello
Complete Game
Like Snake

Developed a console-based game in C# focused on game loop control, input handling, and collision logic. Used the project to reinforce foundational systems such as state management and deterministic update flow.

Download Like Snake

Featured Prototypes

Kitty Surfer

Prototyped a single-input (spacebar) endless runner inspired by lane-based momentum mechanics, using the spacebar as the sole control. The prototype explored timing-driven movement, obstacle avoidance, and flow, with a cat surfer theme replacing traditional vehicle-based traversal.

Play on Itch.io
Aquarium Sim

Prototyped a fishing and aquarium simulation focused on collectible entities and persistent state. Implemented fish data with individual stats and naming, exploring progression, ownership, and lifecycle management between an active fishing loop and a persistent aquarium environment.

Endless Deck Builder

Prototyped a deck builder–inspired action selection system where player input is expressed through an ordered sequence of actions as cards. The prototype explored deterministic action resolution, input queuing, and traversal logic for navigating an endless obstacle sequence.

My GitHub Profile Picture
GitHub

View some of my personal projects on GitHub:

github.com/DevSciCloan
GitHub Logo

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