
Elizabeth contributed to TheCenturiaGames/The-Hound-of-Ulster by delivering three months of focused level design, asset integration, and navigation improvements. She overhauled Level 1 and Level 2 environments, refining scene layouts, camera placement, lighting, and navigation meshes to enhance player guidance and AI pathing. Her work included asset and prefab management, visual fidelity upgrades, and performance optimizations, particularly in the Boss Arena and tutorial scenes. Using Unity, C#, and JSON, Elizabeth established scalable asset pipelines and robust scene configurations. The depth of her engineering ensured immersive visuals, reliable navigation, and a maintainable foundation for future content expansion without introducing regressions.
October 2025 was focused on elevating navigation reliability and environmental fidelity in The Centuria Games’ The Hound of Ulster. Key work delivered on Level 2, with a comprehensive visual overhaul and updated navigation meshes to improve player experience and AI pathing, alongside targeted scene data and rendering optimizations. Concurrently, the Boss Arena received pathway simplification and a refreshed navigation mesh to boost performance and reliability during encounters. These efforts collectively enhanced immersion, reduced navigation overhead, and established a stable foundation for future updates.
October 2025 was focused on elevating navigation reliability and environmental fidelity in The Centuria Games’ The Hound of Ulster. Key work delivered on Level 2, with a comprehensive visual overhaul and updated navigation meshes to improve player experience and AI pathing, alongside targeted scene data and rendering optimizations. Concurrently, the Boss Arena received pathway simplification and a refreshed navigation mesh to boost performance and reliability during encounters. These efforts collectively enhanced immersion, reduced navigation overhead, and established a stable foundation for future updates.
September 2025 performance for TheCenturiaGames/The-Hound-of-Ulster focused on level-design polish and visual fidelity. Key features delivered include Level1 Scene Design and Asset Integration with camera adjustments and updated player/barriers, and Tutorial Scene Visual Fidelity and Atmosphere Enhancements with vegetation, lighting refinements, particle effects, moss updates, and layout improvements. No major bugs were reported in this scope; the emphasis was on feature delivery, stabilization, and asset alignment for the alpha2 milestone. Business impact includes a richer first-level experience and a more immersive Tutorial, enabling smoother onboarding and higher-quality playtests. Demonstrated technologies/skills include Unity-based level design, asset integration, camera work, lighting and VFX (vegetation, moss, fireflies, particles), and robust asset pipelines.
September 2025 performance for TheCenturiaGames/The-Hound-of-Ulster focused on level-design polish and visual fidelity. Key features delivered include Level1 Scene Design and Asset Integration with camera adjustments and updated player/barriers, and Tutorial Scene Visual Fidelity and Atmosphere Enhancements with vegetation, lighting refinements, particle effects, moss updates, and layout improvements. No major bugs were reported in this scope; the emphasis was on feature delivery, stabilization, and asset alignment for the alpha2 milestone. Business impact includes a richer first-level experience and a more immersive Tutorial, enabling smoother onboarding and higher-quality playtests. Demonstrated technologies/skills include Unity-based level design, asset integration, camera work, lighting and VFX (vegetation, moss, fireflies, particles), and robust asset pipelines.
August 2025 monthly summary for TheCenturiaGames/The-Hound-of-Ulster focusing on immersive visuals, navigation accuracy, and scalable asset pipelines. Level 1 received a full visual refresh and navigation refinement, including revised scene layout, camera placement, lighting, grass/environment assets, and NavMesh adjustments to improve player guidance and performance. A major content expansion introduced asset and prefab overhauls, adding new meshes/assets and reworking core prefabs for flags, food, temple structures, and scene arrangements, with ground plane changes to support consistency. The work is backed by commit-driven iteration (level 1 rework, quick reviews, grass tests, prefab updates), enabling faster QA cycles and a reliable foundation for future content. Technologies demonstrated include Unity 3D, NavMesh tuning, environment art, asset pipelines, and a robust prefab system.
August 2025 monthly summary for TheCenturiaGames/The-Hound-of-Ulster focusing on immersive visuals, navigation accuracy, and scalable asset pipelines. Level 1 received a full visual refresh and navigation refinement, including revised scene layout, camera placement, lighting, grass/environment assets, and NavMesh adjustments to improve player guidance and performance. A major content expansion introduced asset and prefab overhauls, adding new meshes/assets and reworking core prefabs for flags, food, temple structures, and scene arrangements, with ground plane changes to support consistency. The work is backed by commit-driven iteration (level 1 rework, quick reviews, grass tests, prefab updates), enabling faster QA cycles and a reliable foundation for future content. Technologies demonstrated include Unity 3D, NavMesh tuning, environment art, asset pipelines, and a robust prefab system.

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