
Chris Purnell developed and refined interactive narrative and gameplay systems across several Unity projects, including Karkaranos/Nonstick-Summer-2025 and BBurtz/488Prototype1. He implemented branching dialogue trees, mood-driven character interactions, and dynamic scene management using C# and Unity’s asset pipeline, focusing on player engagement and production stability. His work included 3D modeling, asset integration, and UI/UX polish, ensuring visual fidelity and streamlined asset organization. In bboster/GeistHeist, he delivered milestone-ready scene configurations by aligning object transforms and gameplay values to design specifications. Purnell’s engineering approach emphasized maintainability, iterative polish, and robust version control, resulting in stable, feature-rich game builds.

October 2025: Milestone 1 readiness achieved for GeistHeist. Delivered Scene Configuration Polish across multiple Unity scenes, ensuring correct object positioning, rotation, and numerical game mechanic values per design specs. This work stabilizes Milestone 1 release and reduces post-release tuning.
October 2025: Milestone 1 readiness achieved for GeistHeist. Delivered Scene Configuration Polish across multiple Unity scenes, ensuring correct object positioning, rotation, and numerical game mechanic values per design specs. This work stabilizes Milestone 1 release and reduces post-release tuning.
Month: 2025-08 — Concise monthly summary for Karkaranos/Nonstick-Summer-2025 focusing on delivering business value through UI/UX polish, narrative enhancements, asset and environment refinements, and stability fixes. Improved user engagement potential and visual fidelity in preparation for the next release, while expanding the asset pipeline and interactivity.
Month: 2025-08 — Concise monthly summary for Karkaranos/Nonstick-Summer-2025 focusing on delivering business value through UI/UX polish, narrative enhancements, asset and environment refinements, and stability fixes. Improved user engagement potential and visual fidelity in preparation for the next release, while expanding the asset pipeline and interactivity.
July 2025 monthly summary for Karkaranos/Nonstick-Summer-2025: Delivered major features across narrative, dialogue, visuals, and player interactions, while stabilizing the core systems through targeted bug fixes. Focused on business value: richer player experience, streamlined asset/QA processes, and release readiness for upcoming milestones.
July 2025 monthly summary for Karkaranos/Nonstick-Summer-2025: Delivered major features across narrative, dialogue, visuals, and player interactions, while stabilizing the core systems through targeted bug fixes. Focused on business value: richer player experience, streamlined asset/QA processes, and release readiness for upcoming milestones.
June 2025 monthly summary for Karkaranos/Nonstick-Summer-2025: Implemented narrative and runtime enhancements to raise player engagement, while tightening production readiness and asset management. Delivered branching cousin dialogue, expanded side-character dialogue with Grandma, Mom, and Uncle, and introduced a MoodManager for energy-cost aware interactions. Updated level and build configuration to align with the first playable level, and reorganized assets and materials to support visuals and environments. Fixed a build-critical compile error by correcting a DialogueManager typo without changing behavior.
June 2025 monthly summary for Karkaranos/Nonstick-Summer-2025: Implemented narrative and runtime enhancements to raise player engagement, while tightening production readiness and asset management. Delivered branching cousin dialogue, expanded side-character dialogue with Grandma, Mom, and Uncle, and introduced a MoodManager for energy-cost aware interactions. Updated level and build configuration to align with the first playable level, and reorganized assets and materials to support visuals and environments. Fixed a build-critical compile error by correcting a DialogueManager typo without changing behavior.
February 2025: Delivered core Level 2 progression in BBurtz/488Prototype1, including new TransitionTesting material, Level2 scene skeleton, box creation/destruction mechanics, and targeted polish; stabilized baseline with a controlled rollback of UI/prefab/scene changes to preserve working state. Business value focuses on faster scene authoring, richer interaction, and higher-fidelity visuals with lower risk through version-controlled iterations.
February 2025: Delivered core Level 2 progression in BBurtz/488Prototype1, including new TransitionTesting material, Level2 scene skeleton, box creation/destruction mechanics, and targeted polish; stabilized baseline with a controlled rollback of UI/prefab/scene changes to preserve working state. Business value focuses on faster scene authoring, richer interaction, and higher-fidelity visuals with lower risk through version-controlled iterations.
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