
Worked on the MegaKill-ULTRA repository to deliver a polished end-game experience and robust input handling within Unity. Developed a complete end-game sequence featuring a cutscene, asset preloading, and a seamless transition to the end screen, all managed through improved state management for smooth gameplay closure. Introduced a modular C# script leveraging Unity’s TMP_InputField to capture and validate player input, enabling interactive endings and basic input validation. Focused on UI development and animation integration, the work established a foundation for enhanced player engagement and retention, demonstrating proficiency in C# scripting, Unity Engine workflows, and modular code design for game development.
In Oct 2024, the MegaKill-ULTRA development focused on delivering a polished end-game experience and robust input handling to improve player closure and interactive participation. Key work centered on transitioning players from the main gameplay loop to a conclusive ending with a cutscene, end-screen, and preloaded assets, supported by improved state management for seamless scene transitions. An additional feature introduced a dedicated input path to capture and validate player responses via Unity's TMP InputField, enabling interactive endings and basic input validation.
In Oct 2024, the MegaKill-ULTRA development focused on delivering a polished end-game experience and robust input handling to improve player closure and interactive participation. Key work centered on transitioning players from the main gameplay loop to a conclusive ending with a cutscene, end-screen, and preloaded assets, supported by improved state management for seamless scene transitions. An additional feature introduced a dedicated input path to capture and validate player responses via Unity's TMP InputField, enabling interactive endings and basic input validation.

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