
Over six months, contributed to WhiteTeam_HorrorSugoroku by delivering 33 features and refining core gameplay systems in Unity using C# and ShaderLab. Work focused on building interactive 3D environments, implementing enemy AI, and integrating animation controllers for smoother character and object interactions. Enhanced asset management and automated testing pipelines, improved UI and audio feedback, and introduced inventory and event systems to support scalable gameplay. Addressed visual fidelity through material and lighting updates, while optimizing input handling and collision detection. The approach emphasized maintainable code, iterative feature delivery, and robust scene management, resulting in a more engaging and reliable player experience.
June 2025: Three feature enhancements were delivered to WhiteTeam_HorrorSugoroku, delivering visible UX improvements and more polished interactions. Treasure Chest Animation Enhancements implemented with Animator-based interactions and refined triggers/materials, Door Interaction Animations and Effects Enhancements added right-side door animations with updated controllers and scenes for consistent visuals, and Curse Aura Visual Effects and Activation Fixes refined the activation logic to trigger on curse point increases, with updated visuals and scene references. These changes, combined with underlying asset coordination, improved player feedback, interaction reliability, and visual fidelity, supporting higher user satisfaction and streamlined future iteration.
June 2025: Three feature enhancements were delivered to WhiteTeam_HorrorSugoroku, delivering visible UX improvements and more polished interactions. Treasure Chest Animation Enhancements implemented with Animator-based interactions and refined triggers/materials, Door Interaction Animations and Effects Enhancements added right-side door animations with updated controllers and scenes for consistent visuals, and Curse Aura Visual Effects and Activation Fixes refined the activation logic to trigger on curse point increases, with updated visuals and scene references. These changes, combined with underlying asset coordination, improved player feedback, interaction reliability, and visual fidelity, supporting higher user satisfaction and streamlined future iteration.
Month: 2025-05 — WhiteTeam HorrorSugoroku: UI polish, ending flow, and gameplay feedback improvements. Focused on delivering cleaner font rendering, a functional Ending/Results scene, and richer Curse Gauge visuals/audios to improve player onboarding, game feel, and post-game clarity. These changes enhance onboarding, game feel, and retention through clearer outcomes and consistent feedback.
Month: 2025-05 — WhiteTeam HorrorSugoroku: UI polish, ending flow, and gameplay feedback improvements. Focused on delivering cleaner font rendering, a functional Ending/Results scene, and richer Curse Gauge visuals/audios to improve player onboarding, game feel, and post-game clarity. These changes enhance onboarding, game feel, and retention through clearer outcomes and consistent feedback.
April 2025 Performance Summary for kmm2459318/WhiteTeam_HorrorSugoroku: Delivered core visual polish, robust interaction and lighting systems, enhanced inventory tracking, and audio feedback to elevate player experience and support scalable future content. The month focused on aligning visuals with gameplay, ensuring state consistency across enemies and doors, and solidifying the asset and audio pipelines to improve QA and iteration speed.
April 2025 Performance Summary for kmm2459318/WhiteTeam_HorrorSugoroku: Delivered core visual polish, robust interaction and lighting systems, enhanced inventory tracking, and audio feedback to elevate player experience and support scalable future content. The month focused on aligning visuals with gameplay, ensuring state consistency across enemies and doors, and solidifying the asset and audio pipelines to improve QA and iteration speed.
In 2025-03, delivered key gameplay features and foundational improvements across WhiteTeam_HorrorSugoroku, enhancing player interaction, visibility, and system robustness. Highlights include animation/visibility/input handling improvements; grid cell visibility and detection system; door mechanics with inventory-based unlocking; click interactions with inventory integration; and internal data handling/environment groundwork. These changes reduce player friction, accelerate iteration, and provide a scalable base for future features.
In 2025-03, delivered key gameplay features and foundational improvements across WhiteTeam_HorrorSugoroku, enhancing player interaction, visibility, and system robustness. Highlights include animation/visibility/input handling improvements; grid cell visibility and detection system; door mechanics with inventory-based unlocking; click interactions with inventory integration; and internal data handling/environment groundwork. These changes reduce player friction, accelerate iteration, and provide a scalable base for future features.
February 2025 highlights: Implemented core enemy system with movement, AI, and sensing; stabilized enemy movement; refreshed enemy visuals; advanced UI controls and home screen UI; and core player updates. These workstreams drove more engaging, reliable encounters and faster iteration, delivering measurable gameplay value and asset efficiency.
February 2025 highlights: Implemented core enemy system with movement, AI, and sensing; stabilized enemy movement; refreshed enemy visuals; advanced UI controls and home screen UI; and core player updates. These workstreams drove more engaging, reliable encounters and faster iteration, delivering measurable gameplay value and asset efficiency.
January 2025 performance summary for WhiteTeam HorrorSugoroku (kmm2459318). Delivered major gameplay and pipeline improvements with a focus on stability, visuals, and automation. Highlights include: improved enemy AI via enhancements to the Enemymove/Ugoki system; synchronized art assets and scene state with 竹下 asset updates; Kantu integration for automated testing; event system enhancements enabling debug logging and prepared event execution; and MonsterMutant7 Animator Controller updates for new animation states. These efforts reduced risk, accelerated iteration, and strengthened the asset pipeline and build/test workflows. Technologies demonstrated include Unity, C#, animation and event systems, asset management, and test automation.
January 2025 performance summary for WhiteTeam HorrorSugoroku (kmm2459318). Delivered major gameplay and pipeline improvements with a focus on stability, visuals, and automation. Highlights include: improved enemy AI via enhancements to the Enemymove/Ugoki system; synchronized art assets and scene state with 竹下 asset updates; Kantu integration for automated testing; event system enhancements enabling debug logging and prepared event execution; and MonsterMutant7 Animator Controller updates for new animation states. These efforts reduced risk, accelerated iteration, and strengthened the asset pipeline and build/test workflows. Technologies demonstrated include Unity, C#, animation and event systems, asset management, and test automation.

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