
Yuichi Fujita developed core gameplay systems for the YuichiFujita/2024_TeamGraduation repository, focusing on robust mechanics such as crab-walk movement, catch and throw loops, and a comprehensive results pipeline. Using C++ and DirectX, Fujita engineered features including AI state management, memory-safe animation systems, and dynamic UI flows, while integrating debugging tools and asset management practices to streamline iteration. He addressed gameplay stability through assertion handling, code refactoring, and bug fixes, ensuring reliable player control and physics simulation. Fujita’s work demonstrated depth in both feature delivery and code quality, supporting a smoother production cycle and improved user experience throughout development.

January 2025 performance summary for YuichiFujita/2024_TeamGraduation focusing on core gameplay features, reliability, and UX improvements. Delivered a revived core loop, mobility enhancements, and new capture capabilities, while tightening stability and code quality to support faster iteration and improved player experience.
January 2025 performance summary for YuichiFujita/2024_TeamGraduation focusing on core gameplay features, reliability, and UX improvements. Delivered a revived core loop, mobility enhancements, and new capture capabilities, while tightening stability and code quality to support faster iteration and improved player experience.
December 2024 — YuichiFujita/2024_TeamGraduation Overview: Delivered a robust gameplay and results pipeline, accelerating feature delivery and improving release readiness. Focused on strengthening the core catch/throw loop, refining the results UI and cinematics, and maintaining asset hygiene to support a smoother production cycle. Key features delivered: - Catch system enhancements (スペシャルキャッチ関連): updated catch values, movement, creation of catch specials, motion memory allocation, and refined motion settings. - Just Throw system: added and refined just-throw from catch to throw, enabling seamless transition and capability expansion. - Escape and dodge mechanics with debugging aids: implemented evade/dodge throws with dedicated debugging endpoints. - Drop throw and effects: introduced drop throw and applied effects to just-throw. - MoTe value adjustment: tuned MoTe balance parameters. - Jump and Catch Enhancement: soft-landing for jump catch and jump pass mechanics. - Catch/Balance Improvements: normal catches boost MoTe (appeal). - Gauge System Core and Visuals: core gauge creation, glow effects, icon display, swap capability, and gauge replacement. - Gauge Visual Fixes: resolved gauge flicker and ensured frame stability. - Results UI planning and bug fixes: defined results UI flow and fixed spectator assertion issues. - Player State Enhancements: added null checks, extended end-state handling; gauge glow remains during specials. - Result Screen Core and Camera Sequence: developed core results screen and coordinated camera sequences with preparation timing. - Result Screen Visuals and Polygons: polygons, text polys, and crown model integration for results. - New Content: Audience NTR Scene: spectator content included in results sequence. - Manager-related Fixes: addressed repetitive manager-related errors in the build. - Asset Cleanup and Maintenance: Maya data cleanup to reduce asset clutter. - Death/Outcome Determination and Results Output Path Fix: refined death logic and ensured results are output to the correct destination. - Player Result Calculation/Display Fix: corrected calculation and display of player results. - Confetti Visual Effects Enhancement: implemented confetti visuals with refined triggering, tied to match results. Major bugs fixed: - Gauge flicker and frame stability issues resolved. - Spectator assertion in results flow fixed. - Repeated manager-related build errors corrected. - Asset pipeline cleaned (Maya data deleted) to prevent asset bloat. - Death determination adjustments and results output path ensured. - Player result calculation/display inconsistencies resolved. Overall impact and accomplishments: - Significantly enriched gameplay with a robust catch/throw loop, evasion mechanics, and a more engaging crowd/results presentation. - Improved release readiness through stability fixes, asset hygiene, and a well-defined results pipeline (camera sequencing, visuals, and new spectator content). - Enabled faster iteration and QA coverage via extensive debugging aids and robust null checks. Technologies/skills demonstrated: - Gameplay systems engineering (catch/throw, dodge/evade, gauge) with memory management for motion data. - UI/UX and cinematics integration (results screen, cameras, polygons, crown asset, confetti). - Asset management and data hygiene (Maya data cleanup, resource swapping). - QA practices, debugging endpoints, and edge-case handling (spectator assertions, null checks).
December 2024 — YuichiFujita/2024_TeamGraduation Overview: Delivered a robust gameplay and results pipeline, accelerating feature delivery and improving release readiness. Focused on strengthening the core catch/throw loop, refining the results UI and cinematics, and maintaining asset hygiene to support a smoother production cycle. Key features delivered: - Catch system enhancements (スペシャルキャッチ関連): updated catch values, movement, creation of catch specials, motion memory allocation, and refined motion settings. - Just Throw system: added and refined just-throw from catch to throw, enabling seamless transition and capability expansion. - Escape and dodge mechanics with debugging aids: implemented evade/dodge throws with dedicated debugging endpoints. - Drop throw and effects: introduced drop throw and applied effects to just-throw. - MoTe value adjustment: tuned MoTe balance parameters. - Jump and Catch Enhancement: soft-landing for jump catch and jump pass mechanics. - Catch/Balance Improvements: normal catches boost MoTe (appeal). - Gauge System Core and Visuals: core gauge creation, glow effects, icon display, swap capability, and gauge replacement. - Gauge Visual Fixes: resolved gauge flicker and ensured frame stability. - Results UI planning and bug fixes: defined results UI flow and fixed spectator assertion issues. - Player State Enhancements: added null checks, extended end-state handling; gauge glow remains during specials. - Result Screen Core and Camera Sequence: developed core results screen and coordinated camera sequences with preparation timing. - Result Screen Visuals and Polygons: polygons, text polys, and crown model integration for results. - New Content: Audience NTR Scene: spectator content included in results sequence. - Manager-related Fixes: addressed repetitive manager-related errors in the build. - Asset Cleanup and Maintenance: Maya data cleanup to reduce asset clutter. - Death/Outcome Determination and Results Output Path Fix: refined death logic and ensured results are output to the correct destination. - Player Result Calculation/Display Fix: corrected calculation and display of player results. - Confetti Visual Effects Enhancement: implemented confetti visuals with refined triggering, tied to match results. Major bugs fixed: - Gauge flicker and frame stability issues resolved. - Spectator assertion in results flow fixed. - Repeated manager-related build errors corrected. - Asset pipeline cleaned (Maya data deleted) to prevent asset bloat. - Death determination adjustments and results output path ensured. - Player result calculation/display inconsistencies resolved. Overall impact and accomplishments: - Significantly enriched gameplay with a robust catch/throw loop, evasion mechanics, and a more engaging crowd/results presentation. - Improved release readiness through stability fixes, asset hygiene, and a well-defined results pipeline (camera sequencing, visuals, and new spectator content). - Enabled faster iteration and QA coverage via extensive debugging aids and robust null checks. Technologies/skills demonstrated: - Gameplay systems engineering (catch/throw, dodge/evade, gauge) with memory management for motion data. - UI/UX and cinematics integration (results screen, cameras, polygons, crown asset, confetti). - Asset management and data hygiene (Maya data cleanup, resource swapping). - QA practices, debugging endpoints, and edge-case handling (spectator assertions, null checks).
November 2024 performance summary for YuichiFujita/2024_TeamGraduation. Delivered core gameplay systems, AI/control updates, and stability improvements that enhance playability, reliability, and business value. Focused on robust crab-walk movement, initial ball and path/navigation features, AI state alignment, and a cohesive results/ spectator flow, all underpinned by memory management fixes and polishing work to reduce risk in future iterations.
November 2024 performance summary for YuichiFujita/2024_TeamGraduation. Delivered core gameplay systems, AI/control updates, and stability improvements that enhance playability, reliability, and business value. Focused on robust crab-walk movement, initial ball and path/navigation features, AI state alignment, and a cohesive results/ spectator flow, all underpinned by memory management fixes and polishing work to reduce risk in future iterations.
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