
Over a three-month period, contributed to Unity-based game development projects by delivering five new features across two repositories, OtspIII/CCNYLevelDesignJSON and StudioAspen/Aspen-2025-2026. Work included a data-driven rework of a boss fight using C# scripting and JSON configuration to orchestrate complex enemy AI, asset integration, and encounter sequencing. Enhanced user experience by implementing audio and graphics settings UI, including volume sliders and texture quality toggles, and refactored UI components for maintainability. Focused on modular code organization, maintainable asset management, and UX-focused design, leveraging C#, Unity, and JSON to improve gameplay control, accessibility, and future feature extensibility.
Month: 2026-03 – Delivered two major UI features for StudioAspen/Aspen-2025-2026, focused on improving visual performance controls and user experience. Key features: 1) Graphics Settings: Texture Quality Toggle implemented with a user-facing UI toggle, plus codebase reorganization to improve maintainability; introduced C# SettingsToggleIndex and TextureQualitySettingsRow to support future settings. 2) Dialogue and Pause Menu UI Overhaul: added a new Dialogue UI and redesigned the Pause Menu for a streamlined UX, with new UI assets and updates to the pause canvas. Major bugs fixed: none documented in this period. Overall impact: empowers players to balance visuals and performance, delivers a cleaner, more cohesive UI, and strengthens the codebase for faster feature delivery and easier maintenance. Technologies/skills demonstrated: C#, Unity UI, modular code organization, asset integration, UX-focused design, and UI/UX prototyping.
Month: 2026-03 – Delivered two major UI features for StudioAspen/Aspen-2025-2026, focused on improving visual performance controls and user experience. Key features: 1) Graphics Settings: Texture Quality Toggle implemented with a user-facing UI toggle, plus codebase reorganization to improve maintainability; introduced C# SettingsToggleIndex and TextureQualitySettingsRow to support future settings. 2) Dialogue and Pause Menu UI Overhaul: added a new Dialogue UI and redesigned the Pause Menu for a streamlined UX, with new UI assets and updates to the pause canvas. Major bugs fixed: none documented in this period. Overall impact: empowers players to balance visuals and performance, delivers a cleaner, more cohesive UI, and strengthens the codebase for faster feature delivery and easier maintenance. Technologies/skills demonstrated: C#, Unity UI, modular code organization, asset integration, UX-focused design, and UI/UX prototyping.
February 2026 performance summary for StudioAspen/Aspen-2025-2026. Key features delivered include Audio Volume Settings UI with Master, Music, Effects, and Dialogue sliders, along with new volume management classes. The Music slider issue was fixed, and a UI-oriented refactor renamed Dialogue components to UI to improve consistency and user-facing clarity. In parallel, Pause Menu UI Enhancements introduced a new GroupToggleSettingsRow prefab to improve accessibility and organization of in-game settings. Overall progress includes advancing the graphics portion of the Pause Menu and reinforcing code quality through naming conventions and Unity compatibility checks. This work enhances user control over audio and settings, contributing to a more polished and accessible user experience.
February 2026 performance summary for StudioAspen/Aspen-2025-2026. Key features delivered include Audio Volume Settings UI with Master, Music, Effects, and Dialogue sliders, along with new volume management classes. The Music slider issue was fixed, and a UI-oriented refactor renamed Dialogue components to UI to improve consistency and user-facing clarity. In parallel, Pause Menu UI Enhancements introduced a new GroupToggleSettingsRow prefab to improve accessibility and organization of in-game settings. Overall progress includes advancing the graphics portion of the Pause Menu and reinforcing code quality through naming conventions and Unity compatibility checks. This work enhances user control over audio and settings, contributing to a more polished and accessible user experience.
November 2024 performance summary for OtspIII/CCNYLevelDesignJSON. Focus was delivering a data‑driven Mikyle boss fight rework, including assets, animations, and expanded AI to enable more dynamic encounters. Implemented a comprehensive MikyleJSON.json timeline to orchestrate encounters, servant behaviors, and level sequencing, and enhanced scene setup for reliability and maintainability.
November 2024 performance summary for OtspIII/CCNYLevelDesignJSON. Focus was delivering a data‑driven Mikyle boss fight rework, including assets, animations, and expanded AI to enable more dynamic encounters. Implemented a comprehensive MikyleJSON.json timeline to orchestrate encounters, servant behaviors, and level sequencing, and enhanced scene setup for reliability and maintainability.

Overview of all repositories you've contributed to across your timeline