
During October 2025, contributed to the GDD-Minor-GTV3A/The-Herd repository by developing two core gameplay features in Unity using C# and object-oriented programming principles. Built a bolt-action rifle system with bullet projectiles, implementing object pooling to optimize performance and reduce memory allocations. Enhanced gameplay depth by integrating bullet collision detection, ammo management, and visual adjustments. Additionally, created an automatic dog herding system that leverages AI behavior and event-driven controls, enabling dogs to herd sheep autonomously within defined zones. Refined scene architecture and event systems to support scalable herd automation, laying groundwork for future feature expansion and improved runtime efficiency.
October 2025 monthly summary for The Herd: Delivered essential gameplay features with performance optimization and automation, driving gameplay depth and runtime efficiency. Highlights include a bolt-action rifle with bullet projectiles and a reusable object pool for bullets, and an automatic dog herding system integrated with DogHerdZone and whistle-tool controls. Stability work improved collision detection, bullet lifecycle, and scene/event infrastructure to support scalable herd behavior and future feature expansion.
October 2025 monthly summary for The Herd: Delivered essential gameplay features with performance optimization and automation, driving gameplay depth and runtime efficiency. Highlights include a bolt-action rifle with bullet projectiles and a reusable object pool for bullets, and an automatic dog herding system integrated with DogHerdZone and whistle-tool controls. Stability work improved collision detection, bullet lifecycle, and scene/event infrastructure to support scalable herd behavior and future feature expansion.

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