
Mikyle Josh developed and enhanced gameplay systems and user interfaces across Unity projects, focusing on StudioAspen/Aspen-2025-2026 and OtspIII/CCNYLevelDesignJSON. He delivered a data-driven boss fight rework by integrating new assets, animations, and expanded enemy AI, orchestrated through JSON timelines for dynamic encounters. In StudioAspen/Aspen-2025-2026, Mikyle implemented modular UI features such as audio and graphics settings, refactored code for maintainability, and overhauled the pause and dialogue menus to improve user experience. His work demonstrated depth in C# programming, Unity development, and JSON data management, resulting in more maintainable codebases and enhanced player control over game settings.
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.

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