
Over five months, Dzharzard developed and refined gameplay, editor, and asset systems for TheCenturiaGames/The-Hound-of-Ulster and UPCBasicEngine/Sobrassada_Engine. He integrated a new Archer enemy with AI-driven ranged combat, overhauled level design and camera workflows, and expanded the audio library using Unity, C#, and Wwise. His work included refactoring prefabs for maintainability, implementing node-based visual scripting editors, and enhancing asset pipelines for faster iteration. By focusing on modular asset integration, scene management, and designer-friendly tooling, Dzharzard delivered features that improved player engagement, streamlined development, and established scalable workflows for future content, demonstrating depth in both gameplay and engine development.
October 2025 performance summary for TheCenturiaGames/The-Hound-of-Ulster: Delivered two strategic features that deepen combat and improve level design, underpinned by prefab refactors and asset integration. Key work includes a Gameplay Assets Overhaul for Archer AI and visuals—refactoring the RefurbishedArcher prefab, updating UID/VersionUID and transforms, tuning AI ranges, attack durations, and cooldowns, and refining visuals and Level1 camera setup—and New Cover Points and Level Visualization Enhancements—adding cover point prefabs and metadata for strategic gameplay, updating scene data and camera positions, and enriching level design with additional character model components and environmental assets. These changes enhance player challenge, engagement, and designer productivity, while improving maintainability and future iteration speed.
October 2025 performance summary for TheCenturiaGames/The-Hound-of-Ulster: Delivered two strategic features that deepen combat and improve level design, underpinned by prefab refactors and asset integration. Key work includes a Gameplay Assets Overhaul for Archer AI and visuals—refactoring the RefurbishedArcher prefab, updating UID/VersionUID and transforms, tuning AI ranges, attack durations, and cooldowns, and refining visuals and Level1 camera setup—and New Cover Points and Level Visualization Enhancements—adding cover point prefabs and metadata for strategic gameplay, updating scene data and camera positions, and enriching level design with additional character model components and environmental assets. These changes enhance player challenge, engagement, and designer productivity, while improving maintainability and future iteration speed.
Month: 2025-09. This period delivered key gameplay and audio enhancements for TheCenturiaGames/The-Hound-of-Ulster, focusing on expanding combat depth and strengthening the asset/prefab workflow. Primary deliverables include the Archer enemy type with AI-driven ranged combat and comprehensive asset/prefab updates, along with a broad expansion of the audio library to enrich players’ sensory experience. Notable commits across features include: 2c2f160ee641e97cfbb3bac66adb4a45f6bc4a9e (prefab), 3d5ccd827994745ff02f9fdb9bcb71e4f4f221ee (New Archer), 58ed27479fdc468e7cd86f2f3e30fa0c174bbcbc (Added archers and walls), 0dd83299fed5b930de6d0b3b2077709088cfe015 (archer scenes), e9c8d0c73171924c5ca1b0d05ce201f421c2a527 (upgrade prefab), 2f5ea2e3454c7e266994cb1e732192917bcea1ba (changes in scene), and 87043a28e9636132bdf73f5a6e88da7553018b46 (new sounds). The work also includes a major audio expansion with new .wem assets and Wwise project updates.
Month: 2025-09. This period delivered key gameplay and audio enhancements for TheCenturiaGames/The-Hound-of-Ulster, focusing on expanding combat depth and strengthening the asset/prefab workflow. Primary deliverables include the Archer enemy type with AI-driven ranged combat and comprehensive asset/prefab updates, along with a broad expansion of the audio library to enrich players’ sensory experience. Notable commits across features include: 2c2f160ee641e97cfbb3bac66adb4a45f6bc4a9e (prefab), 3d5ccd827994745ff02f9fdb9bcb71e4f4f221ee (New Archer), 58ed27479fdc468e7cd86f2f3e30fa0c174bbcbc (Added archers and walls), 0dd83299fed5b930de6d0b3b2077709088cfe015 (archer scenes), e9c8d0c73171924c5ca1b0d05ce201f421c2a527 (upgrade prefab), 2f5ea2e3454c7e266994cb1e732192917bcea1ba (changes in scene), and 87043a28e9636132bdf73f5a6e88da7553018b46 (new sounds). The work also includes a major audio expansion with new .wem assets and Wwise project updates.
Monthly summary for 2025-08 (TheCenturiaGames/The-Hound-of-Ulster). Delivered two core features with clear business value: improved combat visuals for archery and a more maintainable Level 1 scene. This work enhances player immersion, reduces iteration time, and sets a solid foundation for future features.
Monthly summary for 2025-08 (TheCenturiaGames/The-Hound-of-Ulster). Delivered two core features with clear business value: improved combat visuals for archery and a more maintainable Level 1 scene. This work enhances player immersion, reduces iteration time, and sets a solid foundation for future features.
Summary for 2025-07: Delivered Archer Enemy Integration and Level 1 design refinements for The-Hound-of-Ulster. Key features delivered include a new Archer enemy with updated AI, animations, and projectile system in Level 1, plus Level 1 scene setup refinements for improved visuals and pacing. Major bugs fixed include replacing legacy Archer assets to resolve inconsistencies, stabilizing AI/animations, and tuning health/damage/range for balanced combat. Overall impact: enhanced early-game engagement, smoother visuals, and a solid foundation for future levels, enabling faster iteration and happier playtests. Technologies demonstrated: AI/state machines, animation pipelines, asset management and deployment, level design, balance tuning, and version-controlled collaboration.
Summary for 2025-07: Delivered Archer Enemy Integration and Level 1 design refinements for The-Hound-of-Ulster. Key features delivered include a new Archer enemy with updated AI, animations, and projectile system in Level 1, plus Level 1 scene setup refinements for improved visuals and pacing. Major bugs fixed include replacing legacy Archer assets to resolve inconsistencies, stabilizing AI/animations, and tuning health/damage/range for balanced combat. Overall impact: enhanced early-game engagement, smoother visuals, and a solid foundation for future levels, enabling faster iteration and happier playtests. Technologies demonstrated: AI/state machines, animation pipelines, asset management and deployment, level design, balance tuning, and version-controlled collaboration.
March 2025 performance summary for UPCBasicEngine/Sobrassada_Engine focused on editor enhancements and visual scripting capabilities. Delivered two major editor features, established groundwork for designer-friendly workflows, and fixed a stability issue in library integration. These results drive faster UI prototyping, improved maintainability, and scalable UI customization across editor tooling.
March 2025 performance summary for UPCBasicEngine/Sobrassada_Engine focused on editor enhancements and visual scripting capabilities. Delivered two major editor features, established groundwork for designer-friendly workflows, and fixed a stability issue in library integration. These results drive faster UI prototyping, improved maintainability, and scalable UI customization across editor tooling.

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