
Contributed to GDACollab/Well-Witches by developing a new Tank Enemy AI featuring patrol and attack behaviors, including an acid pool trail mechanic, and integrating new prefabs and state management updates to support these features. Applied disciplined use of Unity, C#, and state machines to ensure maintainable code and asset reuse. Additionally, refined melee combat interactions and improved tagging logic for player and enemy objects, addressing multiple bugs to streamline targeting and reduce erroneous interactions. Demonstrated a methodical approach to prefab management, Unity 2D physics, and version control, resulting in enhanced gameplay fidelity and a more stable, maintainable codebase over two months.
April 2025 — GDACollab/Well-Witches: Focused on refining melee combat interactions, player tagging, and target logic to improve gameplay fidelity and maintainability. Key feature attempt: added melee enemy collision via BoxCollider2D on the Melee Enemy prefab with a dedicated test scene to validate interactions; this change was reverted in the same cycle to revert unintended side effects and simplify integration. Tagging and targeting cleanup across Gatherer, Warden, and player sprites to ensure a single source of truth for the Player tag and reduce erroneous interactions. These efforts reduced friction for QA, clarified tagging rules, and prepared the codebase for stable physics-based enhancements in future iterations. Technologies/skills demonstrated include Unity 2D physics (BoxCollider2D), prefab-level changes, tag management, test scene creation, and disciplined commit hygiene.
April 2025 — GDACollab/Well-Witches: Focused on refining melee combat interactions, player tagging, and target logic to improve gameplay fidelity and maintainability. Key feature attempt: added melee enemy collision via BoxCollider2D on the Melee Enemy prefab with a dedicated test scene to validate interactions; this change was reverted in the same cycle to revert unintended side effects and simplify integration. Tagging and targeting cleanup across Gatherer, Warden, and player sprites to ensure a single source of truth for the Player tag and reduce erroneous interactions. These efforts reduced friction for QA, clarified tagging rules, and prepared the codebase for stable physics-based enhancements in future iterations. Technologies/skills demonstrated include Unity 2D physics (BoxCollider2D), prefab-level changes, tag management, test scene creation, and disciplined commit hygiene.
February 2025 monthly summary for GDACollab/Well-Witches. Delivered a new Tank Enemy AI with patrol and attack behaviors, including an acid pool trail, plus new prefabs for acid pool and tank enemy. Updated scene and state management scripts to support the new enemy. Resolved pre-merge bugs to ensure stable integration. This work adds strategic enemy variety, enhances player risk-reward, and demonstrates end-to-end feature delivery from AI behavior to asset integration, with maintainable code organization and asset reuse.
February 2025 monthly summary for GDACollab/Well-Witches. Delivered a new Tank Enemy AI with patrol and attack behaviors, including an acid pool trail, plus new prefabs for acid pool and tank enemy. Updated scene and state management scripts to support the new enemy. Resolved pre-merge bugs to ensure stable integration. This work adds strategic enemy variety, enhances player risk-reward, and demonstrates end-to-end feature delivery from AI behavior to asset integration, with maintainable code organization and asset reuse.

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