
Contributed to the Spelprojekt-2-Grupp-3/grupp-3-spelprojekt-2 repository by building and refining core gameplay systems, high-fidelity visuals, and robust UI features over a three-month period. Leveraged Unity, C#, and Shader Graph to implement animation controllers, particle effects, and rendering pipelines, while integrating dialogue, quest, and audio systems for a cohesive player experience. Focused on iterative prototyping, asset management, and scene organization to support rapid development and cross-platform stability. Addressed 64 bugs and delivered 88 features, emphasizing code maintainability, build engineering, and collaborative workflows. The work resulted in a visually rich, stable, and responsive game foundation ready for further iteration.
March 2025 focused on delivering high‑fidelity visuals, responsive controls, and stability for the Spelprojekt-2 Grupp-3 project. Key features delivered include a post‑processing toggle, expanded particle system and ocean visuals, an initial animation and locomotion setup with run speed improvements, movement input for Cleo, an additional plane asset, and extensive animation improvements. Other notable items include NPC/Dialogue/Quest system integration, TMP Final Scene blockout, DirtSmear texture updates, and ongoing scene/assets work (ocean, wind/splash, lighting, UI polish, and camera enhancements). The release also delivered shader and rendering improvements (water depth, specularity, outline handling), UI/quest UX refinements, and INK interaction support for dialogue. Major stability and quality fixes span animation controller commits, gravity adjustments, crash and crash‑related fixes (e.g., floating tree party), boat control and stability, Mac build stability, FMOD cache handling, and widespread cleanup. Overall impact: richer visuals, tighter player feel, and more stable cross‑platform builds drive engagement and reduce QA cycles. Technologies/skills demonstrated: Unity engine, shader programming (water, specularity, outline), particle systems, animation rigging, INK integration, camera/input optimization, cross‑platform build practices, and ongoing code maintenance.
March 2025 focused on delivering high‑fidelity visuals, responsive controls, and stability for the Spelprojekt-2 Grupp-3 project. Key features delivered include a post‑processing toggle, expanded particle system and ocean visuals, an initial animation and locomotion setup with run speed improvements, movement input for Cleo, an additional plane asset, and extensive animation improvements. Other notable items include NPC/Dialogue/Quest system integration, TMP Final Scene blockout, DirtSmear texture updates, and ongoing scene/assets work (ocean, wind/splash, lighting, UI polish, and camera enhancements). The release also delivered shader and rendering improvements (water depth, specularity, outline handling), UI/quest UX refinements, and INK interaction support for dialogue. Major stability and quality fixes span animation controller commits, gravity adjustments, crash and crash‑related fixes (e.g., floating tree party), boat control and stability, Mac build stability, FMOD cache handling, and widespread cleanup. Overall impact: richer visuals, tighter player feel, and more stable cross‑platform builds drive engagement and reduce QA cycles. Technologies/skills demonstrated: Unity engine, shader programming (water, specularity, outline), particle systems, animation rigging, INK integration, camera/input optimization, cross‑platform build practices, and ongoing code maintenance.
February 2025 performance summary for Grupp-3-Spelprojekt-2: Delivered core UI and visuals pipeline, established environment prototypes, integrated Kraken minigame, and improved project structure to enable faster iteration and release readiness. Key outcomes include a functioning Main Menu with imported TextMesh Pro assets and scaffolding, upgrade of the rendering pipeline to URP with Post-Processing for enhanced visuals, and robust water/terrain/environment prototyping (including Radio Island and main scene). Additional progress includes groundwork for audio (FMOD cache update) and Kraken minigame integration into the main scene, complemented by comprehensive scene initialization and animation scaffolding. Substantial codebase restructuring and build-system improvements improved maintainability, collaboration, and release readiness.
February 2025 performance summary for Grupp-3-Spelprojekt-2: Delivered core UI and visuals pipeline, established environment prototypes, integrated Kraken minigame, and improved project structure to enable faster iteration and release readiness. Key outcomes include a functioning Main Menu with imported TextMesh Pro assets and scaffolding, upgrade of the rendering pipeline to URP with Post-Processing for enhanced visuals, and robust water/terrain/environment prototyping (including Radio Island and main scene). Additional progress includes groundwork for audio (FMOD cache update) and Kraken minigame integration into the main scene, complemented by comprehensive scene initialization and animation scaffolding. Substantial codebase restructuring and build-system improvements improved maintainability, collaboration, and release readiness.
January 2025 performance summary for Spelprojekt-2-Grupp-3/grupp-3-spelprojekt-2. Focused on delivering test infrastructure and HDRP-based visual enhancements, with traceable commits and clear business value.
January 2025 performance summary for Spelprojekt-2-Grupp-3/grupp-3-spelprojekt-2. Focused on delivering test infrastructure and HDRP-based visual enhancements, with traceable commits and clear business value.

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