
Over three months, Ibbi contributed to the IP-2025/waves-of-the-fallen repository, building core gameplay systems and enhancing multiplayer stability. He engineered a character class system with subclass inheritance in C# and GDScript, enabling differentiated combat roles and scalable multiplayer logic. Ibbi integrated a robust scoring backend, implemented dynamic UI/UX features, and refactored movement, combat, and asset management for maintainability. His work included backend API integration, collision and health synchronization, and comprehensive bug fixes, resulting in a more reliable codebase. By focusing on code quality, modularity, and user experience, Ibbi delivered features that improved gameplay depth and supported future development velocity.

June 2025 performance summary for IP-2025/waves-of-the-fallen. Focused on delivering a robust scoring system, UI/UX polish, and a stable multiplayer experience, while improving code quality and repository hygiene to support faster future iterations. Key features and fixes spanned backend score tracking, solo/multiplayer scoring, dynamic score visuals, and comprehensive UI/menus improvements.
June 2025 performance summary for IP-2025/waves-of-the-fallen. Focused on delivering a robust scoring system, UI/UX polish, and a stable multiplayer experience, while improving code quality and repository hygiene to support faster future iterations. Key features and fixes spanned backend score tracking, solo/multiplayer scoring, dynamic score visuals, and comprehensive UI/menus improvements.
In May 2025, I delivered major combat features, robust multiplayer groundwork, and codebase cleanup for IP-2025/waves-of-the-fallen. Highlights include Rider-based mounted combat with attacker mechanics, upgraded MountedEnemy visuals and behavior, and a foundational refactor of movement, combat logic, and class management that enables scalable multiplayer play. I also implemented a working weapons system, score tracking, and an initial suite of health synchronization and collision fixes to stabilize cross-class gameplay. Ongoing cleanup and refactoring positions the project toward a more maintainable, testable codebase while delivering measurable business value through improved gameplay depth and reliability.
In May 2025, I delivered major combat features, robust multiplayer groundwork, and codebase cleanup for IP-2025/waves-of-the-fallen. Highlights include Rider-based mounted combat with attacker mechanics, upgraded MountedEnemy visuals and behavior, and a foundational refactor of movement, combat logic, and class management that enables scalable multiplayer play. I also implemented a working weapons system, score tracking, and an initial suite of health synchronization and collision fixes to stabilize cross-class gameplay. Ongoing cleanup and refactoring positions the project toward a more maintainable, testable codebase while delivering measurable business value through improved gameplay depth and reliability.
April 2025: Delivered key gameplay enhancements and robustness improvements for IP-2025/waves-of-the-fallen. Implemented a Character Class System with four distinct subclasses (Warrior, Mage, Ranger, Assassin) and class-specific stats, plus readiness health initialization refinements. Added a MountedEnemy system with dedicated class, behavior variations, and error handling for missing scenes, integrated into the spawn system with low-probability appearances. These changes establish differentiated combat roles, diversify enemy encounters, and reduce scene-related errors, driving stronger player engagement and system reliability.
April 2025: Delivered key gameplay enhancements and robustness improvements for IP-2025/waves-of-the-fallen. Implemented a Character Class System with four distinct subclasses (Warrior, Mage, Ranger, Assassin) and class-specific stats, plus readiness health initialization refinements. Added a MountedEnemy system with dedicated class, behavior variations, and error handling for missing scenes, integrated into the spawn system with low-probability appearances. These changes establish differentiated combat roles, diversify enemy encounters, and reduce scene-related errors, driving stronger player engagement and system reliability.
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