
Carla Collado Crespo developed foundational visual systems for TheCenturiaGames/The-Hound-of-Ulster, focusing on Level1 scene refactoring and asset integration. She engineered a modular candle fire VFX pipeline using Unity and C#, creating reusable prefabs and particle systems to enable rapid iteration and consistent visuals across scenes. Her work included integrating new textures, ambient fireflies, and traps, while addressing feedback through spritesheet fixes and randomization for visual variety. By optimizing asset management and prefab strategies, Carla established a scalable pipeline that supports future level expansion and reduces manual adjustments, demonstrating depth in 3D modeling, animation rigging, and visual effects integration.
June 2025 monthly summary for TheCenturiaGames/The-Hound-of-Ulster focused on delivering foundational Level1 visuals, refining asset integration, and establishing scalable visual systems for future levels. Key work centered on Candle Fire Visuals and Traps for Level1 and a comprehensive Level1 Scene Refactor with asset integration and ambient elements, enabling richer atmosphere and faster iteration. Highlights include: a modular candle fire VFX pipeline with iterative prefabs (v01/v02) and placement across Level1; a substantial Level1 scene refactor with new textures, fire effects across scenes, and ambient fireflies; improvements to art consistency via texture variations, color and layering adjustments, and soft smoke tuning; and an asset pipeline that supports quick iteration and future level expansion. Feedback from review cycles was incorporated (spritesheet fixes, randomization) to enhance visual variety and consistency.
June 2025 monthly summary for TheCenturiaGames/The-Hound-of-Ulster focused on delivering foundational Level1 visuals, refining asset integration, and establishing scalable visual systems for future levels. Key work centered on Candle Fire Visuals and Traps for Level1 and a comprehensive Level1 Scene Refactor with asset integration and ambient elements, enabling richer atmosphere and faster iteration. Highlights include: a modular candle fire VFX pipeline with iterative prefabs (v01/v02) and placement across Level1; a substantial Level1 scene refactor with new textures, fire effects across scenes, and ambient fireflies; improvements to art consistency via texture variations, color and layering adjustments, and soft smoke tuning; and an asset pipeline that supports quick iteration and future level expansion. Feedback from review cycles was incorporated (spritesheet fixes, randomization) to enhance visual variety and consistency.

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