
Over seven months, Guns Cranell developed core gameplay, asset pipelines, and visual systems for the OMH_Proto repository, focusing on 3D modeling, animation, and environment art. He delivered features such as a modular blocking system, cell shading, and turret mechanics, while refining lighting, post-processing, and scene management for visual consistency. Using Unity and C#, he integrated assets, optimized rendering pipelines, and improved UI workflows, addressing over forty bugs to stabilize builds and enhance user experience. Cranell’s work demonstrated depth in shader development, asset organization, and performance optimization, resulting in faster iteration cycles, higher visual fidelity, and more maintainable game infrastructure.

June 2025 performance summary for ArthurCaumartin/OMH_Proto. Delivered core visuals, gameplay interactions, and stability improvements across lab environments and combat systems, driving higher visual fidelity, smoother user experience, and more reliable rendering. The month focused on extending character animations, enhancing post-processing, improving environment polish, and hardening interactions and performance.
June 2025 performance summary for ArthurCaumartin/OMH_Proto. Delivered core visuals, gameplay interactions, and stability improvements across lab environments and combat systems, driving higher visual fidelity, smoother user experience, and more reliable rendering. The month focused on extending character animations, enhancing post-processing, improving environment polish, and hardening interactions and performance.
April 2025 — OMH_Proto: Focused on lighting fidelity, scene consistency, and environmental polish to raise realism and support upcoming features. Delivered a cohesive lighting pass, stabilized scene rendering, and refined environmental visuals with updated asset references and materials tuning. These changes improve user immersion, reduce QA cycles for lighting-related artifacts, and establish a stronger foundation for future iterations.
April 2025 — OMH_Proto: Focused on lighting fidelity, scene consistency, and environmental polish to raise realism and support upcoming features. Delivered a cohesive lighting pass, stabilized scene rendering, and refined environmental visuals with updated asset references and materials tuning. These changes improve user immersion, reduce QA cycles for lighting-related artifacts, and establish a stronger foundation for future iterations.
March 2025 (OMH_Proto) — Summary of key delivery and impact. Delivered core gameplay and asset pipeline improvements focused on defense systems, character fidelity, lighting stability, and rapid scene iteration. Notable outcomes include improved versatility of turret functionality, realistic Anne character updates, robust lighting workflows, and optimized scene/assets integration that enable faster iteration and better end-user experience.
March 2025 (OMH_Proto) — Summary of key delivery and impact. Delivered core gameplay and asset pipeline improvements focused on defense systems, character fidelity, lighting stability, and rapid scene iteration. Notable outcomes include improved versatility of turret functionality, realistic Anne character updates, robust lighting workflows, and optimized scene/assets integration that enable faster iteration and better end-user experience.
February 2025 (OMH_Proto) monthly summary highlighting key delivered capabilities, stability work, and business impact. Key features shipped include initial Cell Shading support (start, extended suite, and early refinements) and decals materials for rendering overlays, improving visual fidelity and render pipeline coverage. Corridor lighting and emissive materials were added to enhance scene realism, while environment improvements fixed missing geometry (Anne) and supported modular workflows through environment prefab integration and prefab retrieval. Gameplay progression assets were advanced with turret atlas addition, turret implementation, and a chest object, strengthening core gameplay loops. Final stability work included targeted fixes and history cleanups via structured reverts to stabilize the build. Overall, the month delivered tangible business value: faster art-to-build iteration, higher visual quality, more reliable deployments, and stronger modular design for future content."
February 2025 (OMH_Proto) monthly summary highlighting key delivered capabilities, stability work, and business impact. Key features shipped include initial Cell Shading support (start, extended suite, and early refinements) and decals materials for rendering overlays, improving visual fidelity and render pipeline coverage. Corridor lighting and emissive materials were added to enhance scene realism, while environment improvements fixed missing geometry (Anne) and supported modular workflows through environment prefab integration and prefab retrieval. Gameplay progression assets were advanced with turret atlas addition, turret implementation, and a chest object, strengthening core gameplay loops. Final stability work included targeted fixes and history cleanups via structured reverts to stabilize the build. Overall, the month delivered tangible business value: faster art-to-build iteration, higher visual quality, more reliable deployments, and stronger modular design for future content."
January 2025 monthly summary for ArthurCaumartin/OMH_Proto focusing on maintainability, UI testing, and rendering quality improvements. Delivered asset organization refactor (no functional changes), UI mockup scene for testing/navigation, and a shader graph rendering fix, resulting in improved onboarding, faster UI iterations, and higher visual fidelity.
January 2025 monthly summary for ArthurCaumartin/OMH_Proto focusing on maintainability, UI testing, and rendering quality improvements. Delivered asset organization refactor (no functional changes), UI mockup scene for testing/navigation, and a shader graph rendering fix, resulting in improved onboarding, faster UI iterations, and higher visual fidelity.
December 2024 — ArthurCaumartin/OMH_Proto: Delivered asset updates, gameplay enhancements, UI/UX improvements, and stability fixes. Focused on asset fidelity, blocking system robustness, and user-facing interfaces to improve visual quality, gameplay reliability, and iteration speed.
December 2024 — ArthurCaumartin/OMH_Proto: Delivered asset updates, gameplay enhancements, UI/UX improvements, and stability fixes. Focused on asset fidelity, blocking system robustness, and user-facing interfaces to improve visual quality, gameplay reliability, and iteration speed.
November 2024 — OMH_Proto (ArthurCaumartin/OMH_Proto) monthly summary: Delivered major feature enhancements and bug fixes that strengthen gameplay fidelity and visual quality while laying groundwork for animation pipelines. Key features delivered include: Blocking System Enhancements across aliens, blocks, structures, and turrets with prep for blocking animation/texturing; Asset and Environment Improvements including asset reimport, wall updates, and a new skybox; Turret model updates (parts, scaling, and normals); WalkEnemy behavior refinements; Ptera creature mechanics (idle, attack, and fixes); AH-related refinements; Prototypes/testing for concept validation. Major bugs fixed include Anne blocking fix and door fix, improving blocking reliability and core interaction consistency. Overall impact: improved blocking robustness and enemy/creature dynamics, enhanced environmental visuals, and a stronger foundation for future animations and gameplay features. Technologies/skills demonstrated: asset pipeline and organization, 3D modeling refinements, prototyping and testing, bug triage and fix discipline, and version control coordination across multiple commits.
November 2024 — OMH_Proto (ArthurCaumartin/OMH_Proto) monthly summary: Delivered major feature enhancements and bug fixes that strengthen gameplay fidelity and visual quality while laying groundwork for animation pipelines. Key features delivered include: Blocking System Enhancements across aliens, blocks, structures, and turrets with prep for blocking animation/texturing; Asset and Environment Improvements including asset reimport, wall updates, and a new skybox; Turret model updates (parts, scaling, and normals); WalkEnemy behavior refinements; Ptera creature mechanics (idle, attack, and fixes); AH-related refinements; Prototypes/testing for concept validation. Major bugs fixed include Anne blocking fix and door fix, improving blocking reliability and core interaction consistency. Overall impact: improved blocking robustness and enemy/creature dynamics, enhanced environmental visuals, and a stronger foundation for future animations and gameplay features. Technologies/skills demonstrated: asset pipeline and organization, 3D modeling refinements, prototyping and testing, bug triage and fix discipline, and version control coordination across multiple commits.
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