
Developed and iterated on core gameplay systems for the RetroRobotRumble repository, focusing on enemy AI, combat mechanics, and player feedback features. Delivered modular enemy archetypes, including ranged and melee units, with state-driven behaviors and configurable prefabs using Unity and C#. Enhanced combat depth through features like homing projectiles, charge-based attacks, and dynamic damage handling, while refining mobility and audio feedback for improved player experience. Prioritized maintainability by exposing tuning parameters in the Unity editor and establishing robust testing scenes. Demonstrated proficiency in 3D modeling, UI design, and prefab management, supporting scalable content updates and efficient quality assurance cycles.
April 2026: Delivered core mobility and audio enhancements that improve traversal, feedback, and immersion. Fairy Legs mobility feature added; Dragon Chassis camera tilt and descent speed adjustments deliver more consistent aerial feedback and landing feel. Implemented Bark audio system with context-aware feedback and a UI layer; integrated via BarkManager to trigger audio across scenes. These changes establish a solid foundation for tuning, balance adjustments, and higher player engagement.
April 2026: Delivered core mobility and audio enhancements that improve traversal, feedback, and immersion. Fairy Legs mobility feature added; Dragon Chassis camera tilt and descent speed adjustments deliver more consistent aerial feedback and landing feel. Implemented Bark audio system with context-aware feedback and a UI layer; integrated via BarkManager to trigger audio across scenes. These changes establish a solid foundation for tuning, balance adjustments, and higher player engagement.
March 2026 performance summary for kennedyat/RetroRobotRumble. Delivered a targeted balance pass on laser mechanics, simplified the laser wall component, and stabilized related systems, with a focus on business value: clearer combat flow, reduced exploit potential from rapid firing, and better player engagement through charging mechanics. The work aligns with roadmap goals for combat polish and maintainability.
March 2026 performance summary for kennedyat/RetroRobotRumble. Delivered a targeted balance pass on laser mechanics, simplified the laser wall component, and stabilized related systems, with a focus on business value: clearer combat flow, reduced exploit potential from rapid firing, and better player engagement through charging mechanics. The work aligns with roadmap goals for combat polish and maintainability.
February 2026 — Kenned yat/RetroRobotRumble, focusing on delivering core chassis and combat enhancements, aligning with business goals of deeper gameplay, better stability, and scalable architecture. Delivered two major features with editor-friendly changes and groundwork for future visuals, while polishing combat interactions for longer play sessions.
February 2026 — Kenned yat/RetroRobotRumble, focusing on delivering core chassis and combat enhancements, aligning with business goals of deeper gameplay, better stability, and scalable architecture. Delivered two major features with editor-friendly changes and groundwork for future visuals, while polishing combat interactions for longer play sessions.
Concise monthly summary for 2026-01 focused on delivering modular combat enhancements for the RetroRobotRumble project and establishing a foundation for future firefight capabilities.
Concise monthly summary for 2026-01 focused on delivering modular combat enhancements for the RetroRobotRumble project and establishing a foundation for future firefight capabilities.
Month: 2025-12 — Focused on delivering a key combat feature and stabilizing projectile AI in kennedyat/RetroRobotRumble. Key outcomes include the rollout of a Homing Projectile with adjustable tracking distance that enhances engagement and balance in combat, and a bug fix that stabilizes EE projectile tracking behavior. Key accomplishments: - Implemented Homing Projectile with Adjustable Tracking Distance: the EE projectile now tracks the player until a configurable distance (set to 3 units) and then travels straight; distance is configurable via the prefab inspector. - Fixed EE Projectile tracking logic to improve reliability and predictable behavior in combat scenarios. - Exposed tuning parameters via prefab settings to enable rapid iteration and QA without code changes. - Strengthened gameplay value and maintainability through clear configuration and accessible in-editor adjustments.
Month: 2025-12 — Focused on delivering a key combat feature and stabilizing projectile AI in kennedyat/RetroRobotRumble. Key outcomes include the rollout of a Homing Projectile with adjustable tracking distance that enhances engagement and balance in combat, and a bug fix that stabilizes EE projectile tracking behavior. Key accomplishments: - Implemented Homing Projectile with Adjustable Tracking Distance: the EE projectile now tracks the player until a configurable distance (set to 3 units) and then travels straight; distance is configurable via the prefab inspector. - Fixed EE Projectile tracking logic to improve reliability and predictable behavior in combat scenarios. - Exposed tuning parameters via prefab settings to enable rapid iteration and QA without code changes. - Strengthened gameplay value and maintainability through clear configuration and accessible in-editor adjustments.
Month: 2025-11 — Focused on combat experimentation, balance, and damage fidelity to deliver a more engaging and reliable player experience. Key features delivered include a new Ranged Elite Enemy with a dedicated testing scene and prefabs, plus a comprehensive damage handling overhaul. These changes improve gameplay balance, feedback clarity, and maintainability, enabling faster validation and future content iteration. Technologies demonstrated include Unity prefab workflows, projectile logic updates, and dynamic UI for damage feedback, underpinning stronger QA cycles and scalable asset updates.
Month: 2025-11 — Focused on combat experimentation, balance, and damage fidelity to deliver a more engaging and reliable player experience. Key features delivered include a new Ranged Elite Enemy with a dedicated testing scene and prefabs, plus a comprehensive damage handling overhaul. These changes improve gameplay balance, feedback clarity, and maintainability, enabling faster validation and future content iteration. Technologies demonstrated include Unity prefab workflows, projectile logic updates, and dynamic UI for damage feedback, underpinning stronger QA cycles and scalable asset updates.
October 2025 (kennedyat/RetroRobotRumble): Focused feature delivery establishing a reusable enemy archetype with health and state-driven behavior, enabling richer combat and future content expansion. The work aligns gameplay depth with maintainability and scalable design, supporting faster iteration on enemy balance and AI tuning.
October 2025 (kennedyat/RetroRobotRumble): Focused feature delivery establishing a reusable enemy archetype with health and state-driven behavior, enabling richer combat and future content expansion. The work aligns gameplay depth with maintainability and scalable design, supporting faster iteration on enemy balance and AI tuning.
September 2025 monthly summary for kennedyat/RetroRobotRumble. Delivered a new AI enemy with integrated pathfinding and combat, plus a dedicated testing scene. Work emphasizes gameplay depth, test coverage, and collaboration efficiency, laying groundwork for future AI features and level design improvements.
September 2025 monthly summary for kennedyat/RetroRobotRumble. Delivered a new AI enemy with integrated pathfinding and combat, plus a dedicated testing scene. Work emphasizes gameplay depth, test coverage, and collaboration efficiency, laying groundwork for future AI features and level design improvements.

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