
Worked on the beyond-all-reason/Beyond-All-Reason repository to enhance weapon firing animations for Cortex Thug and Armjeth units, focusing on visual fidelity and synchronization. Addressed a key bug by reordering firing logic and aligning smoke, projectile, and recoil effects with the correct gun, ensuring emissions originated from the appropriate barrels. This approach reduced animation desynchronization and improved cross-unit visual consistency, directly benefiting player perception and quality assurance processes. Utilized skills in animation, bug fixing, and game development, applying knowledge of Bos scripting to refine the animation pipeline and deliver more reliable, synchronized weapon visuals across multiple in-game units.
July 2025 monthly summary for beyond-all-reason/Beyond-All-Reason: Focused on visual fidelity improvements and bug fixes for weapon firing animations across Cortex Thug and Armjeth units, delivering cross-unit synchronization and reliable emissions sourcing. The changes tightened the alignment between smoke, projectiles, recoil, and exhaust visuals, improving player perception and reducing animation desync risk.
July 2025 monthly summary for beyond-all-reason/Beyond-All-Reason: Focused on visual fidelity improvements and bug fixes for weapon firing animations across Cortex Thug and Armjeth units, delivering cross-unit synchronization and reliable emissions sourcing. The changes tightened the alignment between smoke, projectiles, recoil, and exhaust visuals, improving player perception and reducing animation desync risk.

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