Squad management
Selection & formations
Choose from a 14-player fictional squad and organise a seven-a-side team using the formations supported by the simulation.
UNITY / C# / PLAYABLE PUBLIC DEMO
Make the selection. Set the tactics. Follow the match.
A fictionalised public showcase of a football management simulation I originally created around a local youth football context. The demo preserves the core management and match systems while replacing private club and player information with a self-contained fictional team.
01 / THE PROJECT
The original private project was developed around a local youth football team and explores how squad decisions, player attributes, formations and tactical choices can feed into a match simulation. It contains additional team-specific depth that is deliberately not exposed through this portfolio version.
Meadowvale Football Manager is a separate fictional build created for public demonstration. It keeps the core structure and gameplay while using fictional player identities, freshly generated attributes and three fictional opponents. No real youth-player records are required by the demo.
02 / CORE SYSTEMS
Squad management
Choose from a 14-player fictional squad and organise a seven-a-side team using the formations supported by the simulation.
Tactical choices
Set tactical preferences before kick-off and face opponents with their own formations, tactical identities and difficulty settings.
Simulation
Player attributes influence a probabilistic simulation that produces possession, shots, commentary and key match events.
Match flow
Matches progress through live commentary and statistics into half-time, full-time results and Player of the Match presentation.
03 / LIVE MATCH VIEW
The current demo combines team-shape panels, commentary, match statistics and a live 2D pitch view. The pitch visualisation represents simulated events rather than a physics-based football engine, keeping the focus on the management decisions and underlying match logic.
The wider project is intended to continue developing its presentation, including richer individual-player imagery and further refinement of the 2D match view. Those visual ambitions are separate from the public demo's current purpose: showing the working management and simulation systems.
04 / DEVELOPMENT & PUBLIC ADAPTATION
I created the original football-management project, defining its concept, management flow and match-simulation experience and developing it through university and continued independent iteration. The private version remains separate because it was built around a real youth-football setting and contains additional team-specific material.
For the public showcase I directed the creation of a standalone Meadowvale version that preserves the gameplay systems without exposing private information. OpenAI Codex was used as part of that workflow to support separation, fictional-data integration, asset and privacy checks, testing, documentation and implementation review.
The final release was tested across Windows and WebGL, including complete match-flow checks and regression testing at multiple desktop resolutions. Licence records and required notices are included with the playable build.
PLAYABLE DEMO
The WebGL version uses the same management and match systems as the desktop demonstration. A desktop browser and mouse are recommended.
This is a fictional portfolio demonstration. It is not the private youth-team project and contains no real player records.