
Developed core gameplay systems, UI, and asset pipelines for the WhiteTeam_HorrorSugoroku repository over six months, delivering 20 features and resolving six bugs. Built turn-based logic, persistent scene flow, and a dynamic curse gauge using Unity and C# scripting, while integrating audio, 3D models, and particle effects to enhance player immersion. Refactored project structure and scene layouts for maintainability, expanded map tooling, and improved asset management. Enhanced UI clarity with custom fonts and TextMesh Pro, and implemented robust version control practices. The work emphasized scalable architecture, iterative feature delivery, and a focus on visual polish, gameplay balance, and code hygiene.
June 2025 performance: Focused on delivering typography and visual polish enhancements, asset hygiene, and glyph support to enhance UI clarity and consistency for kmm2459318/WhiteTeam_HorrorSugoroku. All work is traceable to commits for auditability and rollout readiness.
June 2025 performance: Focused on delivering typography and visual polish enhancements, asset hygiene, and glyph support to enhance UI clarity and consistency for kmm2459318/WhiteTeam_HorrorSugoroku. All work is traceable to commits for auditability and rollout readiness.
For 2025-05, the WhiteTeam HorrorSugoroku project delivered major feature improvements across audio feedback, gameplay UI, visuals, and environment, with a focus on quality, resource management, and player immersion. No explicit major bugs were documented; the sprint emphasized refactors, polish, and asset reorganization to reduce future defects. Business value: improved player experience, smoother interactions, and a more scalable codebase. Technologies demonstrated include audio asset management, UI/UX refinements, breaker logic refactor, spell effect system, map/lighting adjustments, and scene/NavMesh updates.
For 2025-05, the WhiteTeam HorrorSugoroku project delivered major feature improvements across audio feedback, gameplay UI, visuals, and environment, with a focus on quality, resource management, and player immersion. No explicit major bugs were documented; the sprint emphasized refactors, polish, and asset reorganization to reduce future defects. Business value: improved player experience, smoother interactions, and a more scalable codebase. Technologies demonstrated include audio asset management, UI/UX refinements, breaker logic refactor, spell effect system, map/lighting adjustments, and scene/NavMesh updates.
April 2025 monthly summary for developer work focused on the kmm2459318/WhiteTeam_HorrorSugoroku repository. Delivered a comprehensive Nisiyama map layout and tile/grid overhaul, including restructuring tiles, adding toilet tiles, 2x2 tile placement support, new items, and a major scene refactor to improve layout flexibility and maintainability. Implemented end-to-end tile placement across 1F and 2F with associated refinements (layout, completion, adjustments, and item placement), enabling faster iteration and more versatile level design. The updates provide a solid foundation for future content, improved consistency across floors, and enhanced tooling resilience. Demonstrated technologies and skills include Unity-based map tooling, tile-based system design, scene refactoring, and robust version-control traceability.
April 2025 monthly summary for developer work focused on the kmm2459318/WhiteTeam_HorrorSugoroku repository. Delivered a comprehensive Nisiyama map layout and tile/grid overhaul, including restructuring tiles, adding toilet tiles, 2x2 tile placement support, new items, and a major scene refactor to improve layout flexibility and maintainability. Implemented end-to-end tile placement across 1F and 2F with associated refinements (layout, completion, adjustments, and item placement), enabling faster iteration and more versatile level design. The updates provide a solid foundation for future content, improved consistency across floors, and enhanced tooling resilience. Demonstrated technologies and skills include Unity-based map tooling, tile-based system design, scene refactoring, and robust version-control traceability.
Monthly summary for 2025-03 for repository kmm2459318/WhiteTeam_HorrorSugoroku. Delivered core gameplay enhancements, audio improvements, and asset expansion that advance gameplay quality and readiness for release. The work focused on balancing, UI integration, and asset readiness to support content velocity and player engagement.
Monthly summary for 2025-03 for repository kmm2459318/WhiteTeam_HorrorSugoroku. Delivered core gameplay enhancements, audio improvements, and asset expansion that advance gameplay quality and readiness for release. The work focused on balancing, UI integration, and asset readiness to support content velocity and player engagement.
February 2025 — WhiteTeam_HorrorSugoroku: Focused on strengthening core gameplay mechanics and UI, while stabilizing the player experience through targeted bug fixes. Delivered Curse Gauge System Enhancements, added a Heal button, and addressed critical bugs impacting combat balance and UX. Result: smoother curse sequences, clearer feedback, and a cleaner codebase with early cleanup of placeholders.
February 2025 — WhiteTeam_HorrorSugoroku: Focused on strengthening core gameplay mechanics and UI, while stabilizing the player experience through targeted bug fixes. Delivered Curse Gauge System Enhancements, added a Heal button, and addressed critical bugs impacting combat balance and UX. Result: smoother curse sequences, clearer feedback, and a cleaner codebase with early cleanup of placeholders.
January 2025 — HorrorSugoroku project: Established a cohesive, persistent turn-based gameplay scaffold with UI groundwork, scalable architecture, and new gameplay mechanics that translate into clear business value. Delivered core scene setup and turn UI wiring, introduced enemy dice mechanics with player-influenced behavior, and implemented robust scene flow with title/map/game over/game clear transitions and turn persistence. Added Curse Slider UI with dynamic dash points tied to TurnManager, and implemented a persistent turn/movement log plus a results screen. Completed a project-wide refactor for UI organization and stabilized the Map UI by reverting unintended changes to ensure visual consistency across scenes. These efforts enable faster feature delivery and a smoother player progression loop.
January 2025 — HorrorSugoroku project: Established a cohesive, persistent turn-based gameplay scaffold with UI groundwork, scalable architecture, and new gameplay mechanics that translate into clear business value. Delivered core scene setup and turn UI wiring, introduced enemy dice mechanics with player-influenced behavior, and implemented robust scene flow with title/map/game over/game clear transitions and turn persistence. Added Curse Slider UI with dynamic dash points tied to TurnManager, and implemented a persistent turn/movement log plus a results screen. Completed a project-wide refactor for UI organization and stabilized the Map UI by reverting unintended changes to ensure visual consistency across scenes. These efforts enable faster feature delivery and a smoother player progression loop.

Overview of all repositories you've contributed to across your timeline