
Over a three-month period, contributed to the EricWRogers/Sci-Die repository by building and refining core visual and gameplay systems in Unity using C# and Shader Graph. Developed and enhanced particle effects for player feedback, implemented dynamic lighting systems with reusable prefabs, and improved scene organization for maintainability and performance. Delivered new level scenes with integrated lighting and animation, while also addressing technical debt through prefab and camera cleanup. Focused on scalable asset creation and scene management, these efforts established a robust foundation for future development, improved iteration speed, and elevated the overall visual fidelity and responsiveness of the game environment.
December 2024 monthly summary for EricWRogers/Sci-Die: Focused on lighting system refinement, prefab hygiene, and scene organization to boost visual fidelity, maintainability, and performance. Delivered an enhanced lighting system with new light prefabs and alarm lighting, cleaned up the ClearLight variant prefab, streamlined the lighting scene, and removed redundant cameras from the Player and Level 3 Lights. These changes establish a solid foundation for future lighting work and reduce runtime overhead.
December 2024 monthly summary for EricWRogers/Sci-Die: Focused on lighting system refinement, prefab hygiene, and scene organization to boost visual fidelity, maintainability, and performance. Delivered an enhanced lighting system with new light prefabs and alarm lighting, cleaned up the ClearLight variant prefab, streamlined the lighting scene, and removed redundant cameras from the Player and Level 3 Lights. These changes establish a solid foundation for future lighting work and reduce runtime overhead.
November 2024 performance summary for EricWRogers/Sci-Die: Delivered visual polish and scene improvements to enhance gameplay feedback and testing efficiency. Implemented drone attack visuals with ScissorSauce particle effect and smoke enhancements, and added two new level scenes with a Light 2D prefab to support dynamic lighting. These changes establish a stronger foundation for polish in future iterations and reduce iteration time by enabling easier testing of lighting and effects.
November 2024 performance summary for EricWRogers/Sci-Die: Delivered visual polish and scene improvements to enhance gameplay feedback and testing efficiency. Implemented drone attack visuals with ScissorSauce particle effect and smoke enhancements, and added two new level scenes with a Light 2D prefab to support dynamic lighting. These changes establish a stronger foundation for polish in future iterations and reduce iteration time by enabling easier testing of lighting and effects.
October 2024 Monthly Summary – Sci-Die (EricWRogers) focused on delivering high-impact visual polish to enhance player feedback and perceived quality. The primary deliverable was a refined particle system update applied across PlasmaImpactSmall and PlayerDamaged, with attention to looping behavior, start size, rotation, and enabling color and force modules. Changes were implemented in CarsonTestScene to validate visuals within gameplay context and prepared for scalable reuse in future iterations.
October 2024 Monthly Summary – Sci-Die (EricWRogers) focused on delivering high-impact visual polish to enhance player feedback and perceived quality. The primary deliverable was a refined particle system update applied across PlasmaImpactSmall and PlayerDamaged, with attention to looping behavior, start size, rotation, and enabling color and force modules. Changes were implemented in CarsonTestScene to validate visuals within gameplay context and prepared for scalable reuse in future iterations.

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