
Developed foundational gameplay systems for the OtspIII/CCNYLevelDesignJSON repository, focusing on scalable, data-driven architecture for level design and combat encounters. Over two months, delivered a JSON-configured Actor Controller System and overhauled the projectile framework, enabling dynamic boss and turret behaviors through event sequencing. Leveraged C#, Unity, and JSON to refactor core gameplay logic, introduce prefab-based projectiles, and expand event-driven enemy actions. The work emphasized maintainability and rapid iteration, resolving integration challenges and supporting early QA feedback. These contributions established a robust groundwork for future content scalability, streamlined authoring workflows, and improved the stability of gameplay systems within Unity Engine.
December 2024 — Focused on establishing a scalable projectile system and dynamic enemy behavior scaffolding for OtspIII/CCNYLevelDesignJSON. Delivered initial projectile groundwork, corrected a configuration typo, and expanded the Events-driven schedule to support turret and boss actions. This foundation enables rapid iteration, earlier QA feedback, and reduces integration risk for future gameplay features.
December 2024 — Focused on establishing a scalable projectile system and dynamic enemy behavior scaffolding for OtspIII/CCNYLevelDesignJSON. Delivered initial projectile groundwork, corrected a configuration typo, and expanded the Events-driven schedule to support turret and boss actions. This foundation enables rapid iteration, earlier QA feedback, and reduces integration risk for future gameplay features.
November 2024 monthly summary for OtspIII/CCNYLevelDesignJSON: Delivered foundational data-driven gameplay architecture and a comprehensive projectile system overhaul. Introduced a Data-driven Actor Controller System with JSON-based event sequencing, refactored core gameplay logic (GameMaster), and completed a broad Projectile System overhaul featuring inherited base classes, new projectile prefabs (Circle), and JSON-driven boss actions. Merge conflicts encountered during integration were resolved to stabilize the codebase. These changes enable faster level design iterations, richer boss encounters, and greater content scalability, delivering clear business value through maintainability and content authoring improvements. Technologies demonstrated include data-driven design, JSON configuration, object-oriented inheritance patterns, and refactoring for core gameplay stability.
November 2024 monthly summary for OtspIII/CCNYLevelDesignJSON: Delivered foundational data-driven gameplay architecture and a comprehensive projectile system overhaul. Introduced a Data-driven Actor Controller System with JSON-based event sequencing, refactored core gameplay logic (GameMaster), and completed a broad Projectile System overhaul featuring inherited base classes, new projectile prefabs (Circle), and JSON-driven boss actions. Merge conflicts encountered during integration were resolved to stabilize the codebase. These changes enable faster level design iterations, richer boss encounters, and greater content scalability, delivering clear business value through maintainability and content authoring improvements. Technologies demonstrated include data-driven design, JSON configuration, object-oriented inheritance patterns, and refactoring for core gameplay stability.

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