
Over three months, Ritsuki Obara contributed to the GraduationTeam repository by developing and refining core gameplay systems, UI flows, and asset pipelines. Ritsuki built animation and motion systems for multiple characters, implemented environmental effects, and established a save system to support persistent progress. Using C++ and DirectX, Ritsuki integrated 3D graphics, audio cues, and haptic feedback to enhance player experience and engagement. The work included robust input handling, state management, and UI/UX polish, addressing both feature delivery and bug fixes. Ritsuki’s engineering demonstrated depth in game development, balancing technical implementation with maintainable code and scalable content integration.

February 2025 – GraduationTeam monthly summary focusing on delivery of presentation-ready archival assets and refreshed member introductions. Key features delivered: Archive Presentation Master and Planning Slides; Member Introduction Content Updates. Major bugs fixed: none reported. Overall impact: standardized branding across archive assets, faster stakeholder reviews, and a scalable foundation for future archive expansions. Technologies/skills demonstrated: content management, PPT-based asset workflow, Git-based collaboration with meaningful commits, UI/content polish.
February 2025 – GraduationTeam monthly summary focusing on delivery of presentation-ready archival assets and refreshed member introductions. Key features delivered: Archive Presentation Master and Planning Slides; Member Introduction Content Updates. Major bugs fixed: none reported. Overall impact: standardized branding across archive assets, faster stakeholder reviews, and a scalable foundation for future archive expansions. Technologies/skills demonstrated: content management, PPT-based asset workflow, Git-based collaboration with meaningful commits, UI/content polish.
Monthly Summary for 2024-12 (RitsukiObara/GraduationTeam) Key features delivered: - UI Assets and Visual Textures Updates: Added tutorial_try.png and Abutton_Next.png; introduced timeover texture; refreshed idle press_start texture; fixed timeover image; updated selectmember screen to show press_start while waiting. - Stage Entry Sound Effects: Added stage entry sounds for player entering a stage and stage select transitions to improve feedback and immersion. - Pause Menu and Screen Flows: QUIT in pause menu now navigates to stage select; multiplayer results flow to stage select; penguin voice playback on entry to penguin select screen. - Stage/Background Visual Enhancements: Stage select ripple under players; background ice visuals limited to main game; adjusted visuals for multiplayer flow and stage transitions. - Time Limits and Button Remapping: Time limits differ by mode (single vs multiplayer); attack and jump button swapped for improved controls. - UI/UX Polishes and Accessibility: UI color tweaks (UI_ready), caption name clarifications; options screen UX improvements; removal of unused UI state; option icon asset correction; real-time audio feedback for options; BGM added in options. - Audio/Visual polish across modes: Audio feedback and stage-entry ambiance to reinforce flow and accessibility. Major bugs fixed: - Score and Death Scoring Fixes: Corrected scoring when enemies die after player death; fixed destroy score calculation. - Tutorial/Single-Player Model Fix: Ensured single-player tutorial uses the correct player model. - Background/Stage Ice Behavior: Ensured background ice appears only in main game and fixed related visuals; hard ice reset bug addressed; player start issues on player select screen (when joystick threshold is not met) resolved. - UI/UX Stability: Tutorial texture control inversion fixed; option.png asset corrected; UI cleanup to remove unused UI_state; prevented accidental B-back navigation within options changes. - Mode/Flow Robustness: Pause/Stage flow fixes across modes; multiplayer results to stage select flow ensured; stage select visuals updated for consistency. Overall impact and accomplishments: - Improved gameplay correctness and fairness through robust scoring fixes and proper model alignment across modes. - Significantly enhanced player onboarding, immersion, and UX with updated textures, sounds, and stage visuals; smoother navigation between game states. - Reduced UI debt and clutter via cleanup and asset corrections; established a more maintainable asset pipeline and clearer state transitions. - Delivered cross-functional value by aligning art, audio, and gameplay tuning to business goals of engagement, retention, and player satisfaction. Technologies/skills demonstrated: - Asset pipeline and content management (UI textures, stage assets, audio assets). - Audio integration and feedback design (stage entry sounds, real-time SE feedback). - State machine and navigation design across single/multi-player flows (pause menu, results, stage select, tutorial). - Mode-specific tuning (time limits, input remapping) and camera/visual adjustments for parity across modes. - Debugging, testing, and UI cleanup (removing unused states, correcting assets, refining captions).
Monthly Summary for 2024-12 (RitsukiObara/GraduationTeam) Key features delivered: - UI Assets and Visual Textures Updates: Added tutorial_try.png and Abutton_Next.png; introduced timeover texture; refreshed idle press_start texture; fixed timeover image; updated selectmember screen to show press_start while waiting. - Stage Entry Sound Effects: Added stage entry sounds for player entering a stage and stage select transitions to improve feedback and immersion. - Pause Menu and Screen Flows: QUIT in pause menu now navigates to stage select; multiplayer results flow to stage select; penguin voice playback on entry to penguin select screen. - Stage/Background Visual Enhancements: Stage select ripple under players; background ice visuals limited to main game; adjusted visuals for multiplayer flow and stage transitions. - Time Limits and Button Remapping: Time limits differ by mode (single vs multiplayer); attack and jump button swapped for improved controls. - UI/UX Polishes and Accessibility: UI color tweaks (UI_ready), caption name clarifications; options screen UX improvements; removal of unused UI state; option icon asset correction; real-time audio feedback for options; BGM added in options. - Audio/Visual polish across modes: Audio feedback and stage-entry ambiance to reinforce flow and accessibility. Major bugs fixed: - Score and Death Scoring Fixes: Corrected scoring when enemies die after player death; fixed destroy score calculation. - Tutorial/Single-Player Model Fix: Ensured single-player tutorial uses the correct player model. - Background/Stage Ice Behavior: Ensured background ice appears only in main game and fixed related visuals; hard ice reset bug addressed; player start issues on player select screen (when joystick threshold is not met) resolved. - UI/UX Stability: Tutorial texture control inversion fixed; option.png asset corrected; UI cleanup to remove unused UI_state; prevented accidental B-back navigation within options changes. - Mode/Flow Robustness: Pause/Stage flow fixes across modes; multiplayer results to stage select flow ensured; stage select visuals updated for consistency. Overall impact and accomplishments: - Improved gameplay correctness and fairness through robust scoring fixes and proper model alignment across modes. - Significantly enhanced player onboarding, immersion, and UX with updated textures, sounds, and stage visuals; smoother navigation between game states. - Reduced UI debt and clutter via cleanup and asset corrections; established a more maintainable asset pipeline and clearer state transitions. - Delivered cross-functional value by aligning art, audio, and gameplay tuning to business goals of engagement, retention, and player satisfaction. Technologies/skills demonstrated: - Asset pipeline and content management (UI textures, stage assets, audio assets). - Audio integration and feedback design (stage entry sounds, real-time SE feedback). - State machine and navigation design across single/multi-player flows (pause menu, results, stage select, tutorial). - Mode-specific tuning (time limits, input remapping) and camera/visual adjustments for parity across modes. - Debugging, testing, and UI cleanup (removing unused states, correcting assets, refining captions).
November 2024 monthly performance highlights for the GraduationTeam repo (RitsukiObara/GraduationTeam). The month focused on delivering high-impact features, polishing user experience, and establishing persistence groundwork to support longer-term business value. Key outcomes include motion/animation systems for penguin/seal and polar bear, environmental visuals (damage particles, snow, ice, and ocean interactions), UI/UX enhancements, and robust input/navigation improvements. A Save System was implemented to enable persistent progress. The work also delivered ready-state UI assets, tutorial/UI textures, audio cues, and haptic feedback to improve player engagement and reduce onboarding friction. These efforts collectively increase user retention, reduce friction in gameplay onboarding, and enable scalable content integration for future releases.
November 2024 monthly performance highlights for the GraduationTeam repo (RitsukiObara/GraduationTeam). The month focused on delivering high-impact features, polishing user experience, and establishing persistence groundwork to support longer-term business value. Key outcomes include motion/animation systems for penguin/seal and polar bear, environmental visuals (damage particles, snow, ice, and ocean interactions), UI/UX enhancements, and robust input/navigation improvements. A Save System was implemented to enable persistent progress. The work also delivered ready-state UI assets, tutorial/UI textures, audio cues, and haptic feedback to improve player engagement and reduce onboarding friction. These efforts collectively increase user retention, reduce friction in gameplay onboarding, and enable scalable content integration for future releases.
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