
Over 11 months, contributed to Adam-G-Klein/UntitledCardGame by designing and implementing a robust visual effects pipeline focused on particle systems, shader development, and 3D lighting. Delivered twelve features and fixed four bugs, including a URP migration, lighting system overhaul, and dynamic combat VFX enhancements. Leveraged Unity, C#, and ShaderLab to create scalable, prefab-driven workflows that improved visual fidelity, gameplay feedback, and maintainability. Addressed rendering order issues and optimized asset integration for playtesting and release stability. The work emphasized iterative development, clear version control, and alignment with art direction, resulting in a polished, extensible foundation for ongoing visual improvements.
April 2026 monthly summary for Adam-G-Klein/UntitledCardGame: Delivered a major Visual Fidelity overhaul with a lighting system upgrade and URP integration across combat, environments, and card visuals. Implemented normals and normal maps across scenes and cards, enabling 3D lighting interactions and richer VFX. Updated the rendering pipeline to URP 3D, improved boss/attack visuals (larger hits, enhanced explosions), and refined the card visuals under 3D lighting. Fixed combat screen flicker by reducing highlight duration and addressed related stability issues (pillar smoke fix), improving combat clarity. The work aligns with performance targets and lays groundwork for future features such as advanced post-processing and further shader refinements.
April 2026 monthly summary for Adam-G-Klein/UntitledCardGame: Delivered a major Visual Fidelity overhaul with a lighting system upgrade and URP integration across combat, environments, and card visuals. Implemented normals and normal maps across scenes and cards, enabling 3D lighting interactions and richer VFX. Updated the rendering pipeline to URP 3D, improved boss/attack visuals (larger hits, enhanced explosions), and refined the card visuals under 3D lighting. Fixed combat screen flicker by reducing highlight duration and addressed related stability issues (pillar smoke fix), improving combat clarity. The work aligns with performance targets and lays groundwork for future features such as advanced post-processing and further shader refinements.
February 2026 performance summary for Adam-G-Klein/UntitledCardGame. Focused on delivering a polished Shop interface experience with visual effects and a card unlock animation, aimed at boosting player engagement and perceived value of in-game progression. No major bugs reported or fixed this month; the work centered on UI/UX polish, asset integration, and ensuring stable release quality.
February 2026 performance summary for Adam-G-Klein/UntitledCardGame. Focused on delivering a polished Shop interface experience with visual effects and a card unlock animation, aimed at boosting player engagement and perceived value of in-game progression. No major bugs reported or fixed this month; the work centered on UI/UX polish, asset integration, and ensuring stable release quality.
Month: 2026-01 — Delivered Visual Effects System Upgrade for Adam-G-Klein/UntitledCardGame, introducing a new VFX prefab to enable dynamic particle-based effects and higher-fidelity relic visuals. This work establishes an extensible VFX pipeline to boost visual polish across scenes and lay groundwork for future enhancements, aligning with product goals for richer player experience and asset fidelity.
Month: 2026-01 — Delivered Visual Effects System Upgrade for Adam-G-Klein/UntitledCardGame, introducing a new VFX prefab to enable dynamic particle-based effects and higher-fidelity relic visuals. This work establishes an extensible VFX pipeline to boost visual polish across scenes and lay groundwork for future enhancements, aligning with product goals for richer player experience and asset fidelity.
November 2025: Delivered visual fidelity enhancements for the Meothra boss encounter, completed scene cleanup to remove obsolete test assets, and strengthened code hygiene through targeted fixes. This work enhances gameplay clarity, polish, and maintainability, driving better player engagement and streamlined development workflows.
November 2025: Delivered visual fidelity enhancements for the Meothra boss encounter, completed scene cleanup to remove obsolete test assets, and strengthened code hygiene through targeted fixes. This work enhances gameplay clarity, polish, and maintainability, driving better player engagement and streamlined development workflows.
October 2025 monthly summary for Adam-G-Klein/UntitledCardGame: Delivered visual upgrade enhancements and resolved a critical battle visuals regression, contributing to stronger UX and gameplay stability.
October 2025 monthly summary for Adam-G-Klein/UntitledCardGame: Delivered visual upgrade enhancements and resolved a critical battle visuals regression, contributing to stronger UX and gameplay stability.
September 2025 monthly summary for Adam-G-Klein/UntitledCardGame: Two high-impact visual polish features delivered, with targeted fixes to background interactions and asset-driven shop feedback. This work enhances UX, visual clarity, and overall quality while maintaining performance through prefab-based changes.
September 2025 monthly summary for Adam-G-Klein/UntitledCardGame: Two high-impact visual polish features delivered, with targeted fixes to background interactions and asset-driven shop feedback. This work enhances UX, visual clarity, and overall quality while maintaining performance through prefab-based changes.
August 2025 monthly summary for Adam-G-Klein/UntitledCardGame. Key features delivered include a Combat Visual Effects Overhaul and a critical Particle Rendering Layering Bug Fix. The Combat Visual Effects Overhaul adds new VFX prefabs and integrations (Allied Big Hit, Black Ink Streaks, Star Plots, and Smoke) with updated particle configurations, shader properties, and materials to create a dynamic, immersive combat experience. The Particle Rendering Layering Bug Fix corrects sorting order across multiple particle system renderers, ensuring the intended visual sequence across prefabs and improving visual fidelity and consistency in gameplay. These changes enhance player feedback, align with art direction, and support smoother performance. Commits of record include: 15cbd66c17f44c8b9826c56d3b9de368e84c3b0d (Feedback Cycle VFX 1), 742d38b7a497212deaa22f76b751be4b7cf4424e (We Love Last min pushes (VFX Combat Screen)), and f96d25aaf1f0265e2841ec3a489aa482bac69090 (Actually Last Push Actually).
August 2025 monthly summary for Adam-G-Klein/UntitledCardGame. Key features delivered include a Combat Visual Effects Overhaul and a critical Particle Rendering Layering Bug Fix. The Combat Visual Effects Overhaul adds new VFX prefabs and integrations (Allied Big Hit, Black Ink Streaks, Star Plots, and Smoke) with updated particle configurations, shader properties, and materials to create a dynamic, immersive combat experience. The Particle Rendering Layering Bug Fix corrects sorting order across multiple particle system renderers, ensuring the intended visual sequence across prefabs and improving visual fidelity and consistency in gameplay. These changes enhance player feedback, align with art direction, and support smoother performance. Commits of record include: 15cbd66c17f44c8b9826c56d3b9de368e84c3b0d (Feedback Cycle VFX 1), 742d38b7a497212deaa22f76b751be4b7cf4424e (We Love Last min pushes (VFX Combat Screen)), and f96d25aaf1f0265e2841ec3a489aa482bac69090 (Actually Last Push Actually).
July 2025 performance summary focused on elevating the visual experience through a VFX system revamp for UntitledCardGame. Delivered foundational changes to particle configurations and related components to improve visual fidelity and gameplay feedback, establishing a scalable path for future effects work. No major bugs fixed are documented for this period; all work centered on the VFX overhaul and setup for iterative improvements and future feature delivery.
July 2025 performance summary focused on elevating the visual experience through a VFX system revamp for UntitledCardGame. Delivered foundational changes to particle configurations and related components to improve visual fidelity and gameplay feedback, establishing a scalable path for future effects work. No major bugs fixed are documented for this period; all work centered on the VFX overhaul and setup for iterative improvements and future feature delivery.
March 2025 (Adam-G-Klein/UntitledCardGame) delivered a focused visual feature enhancing combat feedback. Implemented Enemy Claw Rapid Attack Visual Effect via a particle-based system, delivering dynamic, impactful animation and improved player immersion. The work improves perceived responsiveness and sets groundwork for scalable VFX pipelines across future attacks. No major bugs fixed this month in this repo. Technologies demonstrated include particle systems configuration, VFX integration, and performance-conscious iteration on gameplay visuals.
March 2025 (Adam-G-Klein/UntitledCardGame) delivered a focused visual feature enhancing combat feedback. Implemented Enemy Claw Rapid Attack Visual Effect via a particle-based system, delivering dynamic, impactful animation and improved player immersion. The work improves perceived responsiveness and sets groundwork for scalable VFX pipelines across future attacks. No major bugs fixed this month in this repo. Technologies demonstrated include particle systems configuration, VFX integration, and performance-conscious iteration on gameplay visuals.
February 2025 performance summary for Adam-G-Klein/UntitledCardGame. Focused on visual polish and playtest readiness, delivering cohesive improvements across VFX materials, texture assignments, and scene configurations to support upcoming playtests. Changes completed and prepared for the Feb Playtest cycle.
February 2025 performance summary for Adam-G-Klein/UntitledCardGame. Focused on visual polish and playtest readiness, delivering cohesive improvements across VFX materials, texture assignments, and scene configurations to support upcoming playtests. Changes completed and prepared for the Feb Playtest cycle.
Concise monthly summary focusing on key business value and technical achievements for 2024-11. Feature delivered: Visual Particle Effects System Enhancement for UntitledCardGame, with refined particle system prefabs and tuned emission rates, sizes, colors, and velocities to improve visual feedback and player immersion. No major bugs reported as fixed within this repository for the month. Overall impact includes enhanced in-game visuals, smoother player experience, and a scalable, prefab-driven workflow that supports faster iteration and consistent visuals across scenes. Demonstrated technologies/skills include particle systems, prefab-based asset workflows, and game feel tuning, contributing to engagement metrics and maintainability.
Concise monthly summary focusing on key business value and technical achievements for 2024-11. Feature delivered: Visual Particle Effects System Enhancement for UntitledCardGame, with refined particle system prefabs and tuned emission rates, sizes, colors, and velocities to improve visual feedback and player immersion. No major bugs reported as fixed within this repository for the month. Overall impact includes enhanced in-game visuals, smoother player experience, and a scalable, prefab-driven workflow that supports faster iteration and consistent visuals across scenes. Demonstrated technologies/skills include particle systems, prefab-based asset workflows, and game feel tuning, contributing to engagement metrics and maintainability.

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