
Capucine Sartiaux developed core gameplay and visual systems for the OVpk/DungeonCrawlerGrp2 Unity project over two months, focusing on animation, asset integration, and environment setup. She established the initial Unity scene, configured enemy asset data, and enhanced animation timing for attacks and deaths using C# and Unity’s animation controllers. Her work included integrating new environmental sprites, background decor, and a durability status indicator, improving both player feedback and visual immersion. By restructuring asset folders and refining prefab organization, Capucine enabled rapid iteration and easier maintenance. The depth of her contributions provided a scalable foundation for future gameplay and content expansion.

June 2025 monthly summary for OVpk/DungeonCrawlerGrp2 focused on visual polish, asset organization, and durable UI cues. Delivered two major features with committed work in June: background decor assets with updated animations and a durability status indicator logo. Asset organization improved by restructuring decor folders. No major bugs fixed this month. This work enhances player immersion, provides clearer durability feedback, and streamlines future asset updates and maintenance.
June 2025 monthly summary for OVpk/DungeonCrawlerGrp2 focused on visual polish, asset organization, and durable UI cues. Delivered two major features with committed work in June: background decor assets with updated animations and a durability status indicator logo. Asset organization improved by restructuring decor folders. No major bugs fixed this month. This work enhances player immersion, provides clearer durability feedback, and streamlines future asset updates and maintenance.
Delivered core foundation for DungeonCrawlerGrp2 in April 2025, establishing a bootstrap gameplay pipeline and elevating visual fidelity. Achievements include a functional initial Unity scene with asset data and new animations, enhanced animation system and enemy behaviors, and richer environmental visuals. This work lays the groundwork for rapid iteration, playable demos, and scalable extension of enemy types across the project.
Delivered core foundation for DungeonCrawlerGrp2 in April 2025, establishing a bootstrap gameplay pipeline and elevating visual fidelity. Achievements include a functional initial Unity scene with asset data and new animations, enhanced animation system and enemy behaviors, and richer environmental visuals. This work lays the groundwork for rapid iteration, playable demos, and scalable extension of enemy types across the project.
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