About Me
My name is Jeremy Wolf. I’m a physics student turned teacher, now a Unity developer. Over the past several years, I have cultivated a love for the creative process of game development. What began as a passion for programming quickly grew into a desire to build interactive digital experiences—going back to my childhood interests. This journey led to publishing three small commercial projects and teaching an in-person, introductory course in game design using Unity.
Most recently I have worked as a Unity Developer for A1A Software, where I helped to build and ship an all-new VR crane simulator. I created API endpoints to facilitate communication between the Unity UI and the company server. I also built editor tools to streamline daily workflows and automate the migration from UGUI menus to the Nova UI framework. This migration delivered numerous improvements in both user experience and overall visual design of public-facing products. Most recently I have been designing and developing numerical solutions to complex geometric problems—solutions that enable a completely new and simplified workflow for our customers.
By combining 15+ years of classroom teaching with technical expertise and creativity, I’ve produced increasingly high-quality tutorial videos that focus on the “how” and “why” of a concept rather than flashy clickbait. My videos are known for being clear, concise with all the needed details and little else. My work creating tutorials led to working for Sirenix - the creators of Odin Inspector and Odin Validator.
Both my teaching career and game development journey have been shaped by a lifelong curiosity and a knack for self-learning. Whether it was teaching a Blender based art class, publishing my first game to Steam, or reading 1000’s of pages of books on programming and game design I have continuously researched and taught myself new ideas, and successfully applied what I learned.
After more than 15 years of teaching, I sought a new direction in my career. My capacity to learn new tools and techniques—combined with strong analytical skills from my physics background and years of experience with Unity and C#—has made me a valuable Unity developer.
Published Games
These games were developed as solo projects using the Unity game engine, programmed with C#, and published on Steam.
Deep Space Directive (2025) - Steam Page | Trailer
Resource management without micro-management! Build, defend, and optimize your ever-growing industrial colony in a dynamic hex-tile world. Buy low, sell high to expand and upgrade your base. Even your enemies are a resource to be exploited. Profit waits for no one!
Grub Gauntlet (2021) - Steam | Trailer
A playful 2D physics-based puzzle game. Players place bombs, portals, conveyor belts, and more to try and collect their lunch. Includes an in-game editor and Steam Workshop functionality.
Fracture the Flag (2016) - Steam | Trailer
A physics-based multiplayer RTS game. Players build walls, towers, and use melee units, archers, and siege weapons. Built using Photon for Unity networking. Released on Steam in 2016. A first game with all flaws and learning that comes with that process.
Experience
2022 to Present — Unity Developer, A1A Software
Shipped a new VR simulation app and redesigned legacy applications.
Developed procedural, physics-based crane rigging for VR.
Created a control and rebinding system for custom joysticks.
Designed and implemented numerical solutions for complex geometric problems.
Developed server API endpoints for communication with both UGUI and Nova UI menus in Unity.
Built custom editor tools to automate the migration from UGUI to Nova UI and streamlined menu architecture, reducing menu class sizes by over 30%.
2019 to Present — Tutorial Video Content Creator, Sirenix (Odin Inspector / Serializer / Validator)
Ideated and storyboarded tutorial scripts.
Created Unity project examples and code demonstrations.
Recorded voiceovers and edited final video content for YouTube release.
2015 to Present — “One Wheel Studio” (Solo Game Development & YouTube Channel)
Independently create and release Unity-based games using C# with Blender-generated art.
Produce development-focused tutorial videos for a small YouTube audience.
2003 to 2022 — Secondary Classroom Teacher (International and U.S. Private Schools)
Taught game design, robotics, physics, and mathematics—from algebra to differential equations.
Served as Computer Science Department Head.
Tutorial Videos as Examples of Development Work
These videos are the result of work for prototype projects. All of the code presented in the videos is part of a current new game project. The videos are intended to serve as examples of my work.
(Better) Object Pooling - GitHub
Using interfaces and generics, I designed an abstract, extendable object pooling system with no central manager. Pooled objects return themselves, making the implementation lightweight and efficient. Setup requires just one line to define the pool, one line to initialize it, and one line to pull objects.
Strategy Camera Controller - GitHub
Built with Unity’s “new” Input System, this controller supports horizontal movement, rotation, zooming, and additional camera controls common to modern strategy games.
Relevant Skills
Unity Specific: C#, “new” input system, scriptable objects, custom inspectors, editor windows, Odin Inspector, Odin Validator, Cinemachine, Easy Save, DoTween, Nova UI
Other Software: Blender, Magica Voxel, Fire Alpaca, Affinity Designer, Davinci Resolve, Davinci Fusion, OBS, Audacity
Education
Masters in Physics from Montana State University - 2009
Bachelors in Physics from Oregon State University - 2001