
Over three months, C. Quek contributed to Fleuriel/Boof-Woof by modernizing asset workflows and enhancing game visuals and interactivity. They migrated the asset pipeline from voxel-based to standard 3D OBJ/MTL models, streamlining asset distribution and rendering. Using C# and Unity, Quek expanded the asset library with new models and improved level design by integrating particle systems and collision detection. Their work included lighting system enhancements and UI improvements for both the game and editor, leveraging ImGui and shader development. Quek also maintained project stability through disciplined configuration management and targeted rollbacks, demonstrating depth in asset management and cross-functional game development.

February 2025 focused on delivering meaningful player-facing improvements, stabilizing the build, and enhancing editor productivity for Fleuriel/Boof-Woof. Key outcomes include the Lighting System Enhancements enabling default-on lighting with ambient and directional adjustments and groundwork for dimming, plus ImGui/UI/Layout improvements for the Editor and TimeRushPuzzle. A rollback of the TwistedFateUlt integration removed unstable assets and related shader/physics changes to reduce risk and align with release cadence. These efforts collectively improve player immersion, developer efficiency, and product stability, setting the stage for future features and reliable shipping.
February 2025 focused on delivering meaningful player-facing improvements, stabilizing the build, and enhancing editor productivity for Fleuriel/Boof-Woof. Key outcomes include the Lighting System Enhancements enabling default-on lighting with ambient and directional adjustments and groundwork for dimming, plus ImGui/UI/Layout improvements for the Editor and TimeRushPuzzle. A rollback of the TwistedFateUlt integration removed unstable assets and related shader/physics changes to reduce risk and align with release cadence. These efforts collectively improve player immersion, developer efficiency, and product stability, setting the stage for future features and reliable shipping.
November 2024 (2024-11) monthly summary for Fleuriel/Boof-Woof focused on delivering core visuals, asset hygiene, and foundation groundwork to accelerate iteration and gameplay. The month delivered three primary features with clear business value: asset cleanup and new sphere material for the Corgi model, Room2 level groundwork to establish progression, and StartingRoom2 visuals with fire effects and collision components to enhance atmosphere and interactivity. These efforts reduce future maintenance, improve visual fidelity, and set the stage for rapid Room2 development.
November 2024 (2024-11) monthly summary for Fleuriel/Boof-Woof focused on delivering core visuals, asset hygiene, and foundation groundwork to accelerate iteration and gameplay. The month delivered three primary features with clear business value: asset cleanup and new sphere material for the Corgi model, Room2 level groundwork to establish progression, and StartingRoom2 visuals with fire effects and collision components to enhance atmosphere and interactivity. These efforts reduce future maintenance, improve visual fidelity, and set the stage for rapid Room2 development.
October 2024 performance summary for Fleuriel/Boof-Woof. Delivered two major asset-related initiatives that modernize visuals and asset distribution. Voxel Asset Library Expansion added new furniture, structural elements, and Corgi assets to enrich the game's visual library. Asset Pipeline Modernization migrated assets from voxel-based to standard 3D OBJ/MTL models, removed voxel assets, and introduced packaged 3D assets via ObjAssets.zip, enabling consistent rendering and easier distribution.
October 2024 performance summary for Fleuriel/Boof-Woof. Delivered two major asset-related initiatives that modernize visuals and asset distribution. Voxel Asset Library Expansion added new furniture, structural elements, and Corgi assets to enrich the game's visual library. Asset Pipeline Modernization migrated assets from voxel-based to standard 3D OBJ/MTL models, removed voxel assets, and introduced packaged 3D assets via ObjAssets.zip, enabling consistent rendering and easier distribution.
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