
Jade Bouiges developed core gameplay systems and user interface features for the Dianavi22/Dwarves-Digging-Holes repository, focusing on stability, player feedback, and maintainability. Over four months, Jade delivered modular mechanics such as gold and nugget collection, event-driven UI flows, and dynamic tutorial systems, using Unity and C# with extensive prefab and shader integration. The work included iterative bug fixing, code refactoring, and asset management to support scalable event handling and robust end-game logic. By combining animation, particle systems, and localization, Jade improved player onboarding and retention, while regular code cleanup and version control practices ensured a maintainable and extensible codebase.

February 2025 (Dianavi22 projects) Performance Summary Key features delivered: - Nugget and gold mechanics enhancements for Dwarves-Digging-Holes: fixed LostGoldStage to restore correct gold flow (commit 1fa6f3c55d5a57b1e603ce62083fc603af43cd4c) and added takeNuggetPart support while stabilizing takeNugget across new and existing formats (commits 5e57b75c5e884b1a50fef9b098e87a1ba94bf2fc, 017e3a7ca9269024c334be2ea016a8c42a116060, 12b676bdc955bab4899c2f1f0a4430275a64ee63). - UI/UX enhancements and gameplay polish: introduced a color-changing text button in PauseMenu and fixed updateScaleButton handling (commits 67374c0b53282bb3957229cf418a66875bb82f10, e6fc9537d80029bbb241a05e077742a6a51c22a1); added main menu animation and feedback improvements via menu intro/tweaks (various commits). - New gameplay parts and mechanics: added DestroyRockByLavaPart, DustPart with speed adaptations, and related UI/UX updates to support new parts (commits 7b6f69a74c82c9adf67fc1159474e38aa6049eb7, 0c96e81535909ea60c5b24e67a80a4a7ad56e8ef, 133fb2727e7d28c40c32da66652f774de381ba44); also expanded scene/gameplay with DeathZone and other interactive parts. - Cleanup and maintainability: removed unused EventGoldChariot to streamline codebase (commit 84ea901f920638e24aaafa477b19a3112f0fa14a); broader scene and UI polishing across updates. - Save and config enhancements: implemented Save System and options to enable tutorials, improving user experience and resilience (commit e6f36b4b7051573feebe71d8dc50e2e83d4171e0; cc165eb88e4614dab9a0e7bf5556213e6f971381). Major bugs fixed: - Goblin gold theft and related gameplay balance: fixed goblin stealing gold behavior (commit 51d843455e43e743411f31cf7791ef97c8b37600). - Canvas state and pause/unpause flow: fixed canvas state when unpausing (commit 201d7bbb98c4df62dc4dd78d69649d38b0fa69cb). - End-state and game over flow stability: multiple fixes for isEnding, end conditions, end canvas rendering, and end panel visibility (commits including b04ce9fcbf365762854c4f163af58c677317c042, f53267d70f22d18ab6e69840bba80da53065106a, d27b63f661f03b121dce0b293c8097d8f1581a82, 7d36239dbd9e782e08b8d0b8f9a9efe651c68953, c869b705be5488ecb0ee042eaac73e10a3f39ed0, d921b59bfdd7ba9328a6321f9d7f8b7f909cd5ca). - Event and scene hygiene: fixed scene initialization/loading and removed stray parts to clean up scene graph (commit 1c1eb9bc603f4f5e7deab74ef7b73513bbd45015; af6e72b4263561b2a8dea81945ce8698714c7bec). - Misc UI consistency and flow fixes: removed in-game settings button to simplify UI and prevent intrusion during gameplay (commit 7a87a621ab9e3f48876247cf5eb2df70509d7886); fixed spawnLadder spacing to prevent mis-spawn (commit fb18878a35c1a911fa1b68811b68cc7cb3d6e42b). Overall impact and accomplishments: - Significantly improved gameplay stability and playability by stabilizing core nugget mechanics, end-game flow, and UI interactions, enabling longer and more engaging play sessions. - Expanded gameplay breadth with new parts and mechanics (lava/dust/rocks/crafting) that support richer player strategies and monetizable play patterns. - Improved user experience with tutorial options, main menu/intro polish, and better visual feedback, driving higher user retention and satisfaction. - Strengthened code health through cleanup, modular parts architecture, and enhanced save/config options, reducing technical debt and enabling faster iteration. Technologies/skills demonstrated: - Unity game development with C# scripting, modular parts architecture, and UI/UX design. - Debugging and stabilization at scale across multiple subsystems (goblins, end-game logic, scene lifecycle). - Localization readiness (FR->EN) and config-management (tutorial enablement, save system). - Version-control discipline, including feature-driven commits and cleanup merges.
February 2025 (Dianavi22 projects) Performance Summary Key features delivered: - Nugget and gold mechanics enhancements for Dwarves-Digging-Holes: fixed LostGoldStage to restore correct gold flow (commit 1fa6f3c55d5a57b1e603ce62083fc603af43cd4c) and added takeNuggetPart support while stabilizing takeNugget across new and existing formats (commits 5e57b75c5e884b1a50fef9b098e87a1ba94bf2fc, 017e3a7ca9269024c334be2ea016a8c42a116060, 12b676bdc955bab4899c2f1f0a4430275a64ee63). - UI/UX enhancements and gameplay polish: introduced a color-changing text button in PauseMenu and fixed updateScaleButton handling (commits 67374c0b53282bb3957229cf418a66875bb82f10, e6fc9537d80029bbb241a05e077742a6a51c22a1); added main menu animation and feedback improvements via menu intro/tweaks (various commits). - New gameplay parts and mechanics: added DestroyRockByLavaPart, DustPart with speed adaptations, and related UI/UX updates to support new parts (commits 7b6f69a74c82c9adf67fc1159474e38aa6049eb7, 0c96e81535909ea60c5b24e67a80a4a7ad56e8ef, 133fb2727e7d28c40c32da66652f774de381ba44); also expanded scene/gameplay with DeathZone and other interactive parts. - Cleanup and maintainability: removed unused EventGoldChariot to streamline codebase (commit 84ea901f920638e24aaafa477b19a3112f0fa14a); broader scene and UI polishing across updates. - Save and config enhancements: implemented Save System and options to enable tutorials, improving user experience and resilience (commit e6f36b4b7051573feebe71d8dc50e2e83d4171e0; cc165eb88e4614dab9a0e7bf5556213e6f971381). Major bugs fixed: - Goblin gold theft and related gameplay balance: fixed goblin stealing gold behavior (commit 51d843455e43e743411f31cf7791ef97c8b37600). - Canvas state and pause/unpause flow: fixed canvas state when unpausing (commit 201d7bbb98c4df62dc4dd78d69649d38b0fa69cb). - End-state and game over flow stability: multiple fixes for isEnding, end conditions, end canvas rendering, and end panel visibility (commits including b04ce9fcbf365762854c4f163af58c677317c042, f53267d70f22d18ab6e69840bba80da53065106a, d27b63f661f03b121dce0b293c8097d8f1581a82, 7d36239dbd9e782e08b8d0b8f9a9efe651c68953, c869b705be5488ecb0ee042eaac73e10a3f39ed0, d921b59bfdd7ba9328a6321f9d7f8b7f909cd5ca). - Event and scene hygiene: fixed scene initialization/loading and removed stray parts to clean up scene graph (commit 1c1eb9bc603f4f5e7deab74ef7b73513bbd45015; af6e72b4263561b2a8dea81945ce8698714c7bec). - Misc UI consistency and flow fixes: removed in-game settings button to simplify UI and prevent intrusion during gameplay (commit 7a87a621ab9e3f48876247cf5eb2df70509d7886); fixed spawnLadder spacing to prevent mis-spawn (commit fb18878a35c1a911fa1b68811b68cc7cb3d6e42b). Overall impact and accomplishments: - Significantly improved gameplay stability and playability by stabilizing core nugget mechanics, end-game flow, and UI interactions, enabling longer and more engaging play sessions. - Expanded gameplay breadth with new parts and mechanics (lava/dust/rocks/crafting) that support richer player strategies and monetizable play patterns. - Improved user experience with tutorial options, main menu/intro polish, and better visual feedback, driving higher user retention and satisfaction. - Strengthened code health through cleanup, modular parts architecture, and enhanced save/config options, reducing technical debt and enabling faster iteration. Technologies/skills demonstrated: - Unity game development with C# scripting, modular parts architecture, and UI/UX design. - Debugging and stabilization at scale across multiple subsystems (goblins, end-game logic, scene lifecycle). - Localization readiness (FR->EN) and config-management (tutorial enablement, save system). - Version-control discipline, including feature-driven commits and cleanup merges.
January 2025 performance summary for two Dwarves-Digging-Holes repos. Delivered comprehensive UI, gameplay, and visual enhancements, with multiple stabilization fixes and scaffolding for future work. Key areas include Pickaxe UI integration, Start Lava component, Gold Spawning and Visuals, Tutorial UI, Respawn UI, and UI/UX polish. Cleanup work reduced technical debt and improved stability.
January 2025 performance summary for two Dwarves-Digging-Holes repos. Delivered comprehensive UI, gameplay, and visual enhancements, with multiple stabilization fixes and scaffolding for future work. Key areas include Pickaxe UI integration, Start Lava component, Gold Spawning and Visuals, Tutorial UI, Respawn UI, and UI/UX polish. Cleanup work reduced technical debt and improved stability.
December 2024 Monthly Summary for repository Dianavi22/Dwarves-Digging-Holes. Focused on stabilizing core gameplay, introducing a scalable event system, and elevating UI/UX for better player onboarding and retention.
December 2024 Monthly Summary for repository Dianavi22/Dwarves-Digging-Holes. Focused on stabilizing core gameplay, introducing a scalable event system, and elevating UI/UX for better player onboarding and retention.
November 2024 performance summary for the Dianavi22/Dwarves-Digging-Holes project. Delivered targeted gameplay polish focusing on visual feedback, end-state clarity, and game-over stability. Implemented enhanced particle effects and camera shake, refined Game Over visuals and sequencing, and fixed a critical end-state bug to stop platform movement when game over triggers. Result: improved player feedback, reduced end-state confusion, and more maintainable code paths. Technologies demonstrated include Unity, C#, particle systems, UI, and state management.
November 2024 performance summary for the Dianavi22/Dwarves-Digging-Holes project. Delivered targeted gameplay polish focusing on visual feedback, end-state clarity, and game-over stability. Implemented enhanced particle effects and camera shake, refined Game Over visuals and sequencing, and fixed a critical end-state bug to stop platform movement when game over triggers. Result: improved player feedback, reduced end-state confusion, and more maintainable code paths. Technologies demonstrated include Unity, C#, particle systems, UI, and state management.
Overview of all repositories you've contributed to across your timeline