
Contributed to the N-Call/FPS-Prototype repository by developing core gameplay systems and refining level design within Unity. Work included building a prefab-based audio system, implementing enemy and turret AI using C# scripting, and integrating new weapon mechanics such as bullet projectiles and hit scan logic. Enhanced player experience through checkpoint logic stabilization, consolidated enemy scripts, and improved asset management. Applied skills in 3D modeling, animation, and material editing to polish multiple scenes, while addressing bugs related to enemy behavior and level progression. Leveraged technologies like Unity Engine, ShaderLab, and JSON to ensure extensibility, maintainability, and a cohesive game development workflow.
May 2025 performance summary for N-Call/FPS-Prototype: Delivered a cohesive audio system, robust enemy and turret combat mechanics, and substantial level design polish across multiple scenes. Achievements span audio, weaponry, AI, and scene updates, underpinned by stable checkpoint logic and a consolidated enemy script architecture. These efforts improved player feedback, reliability, and the game's progression path, enabling smoother iteration and future extensibility.
May 2025 performance summary for N-Call/FPS-Prototype: Delivered a cohesive audio system, robust enemy and turret combat mechanics, and substantial level design polish across multiple scenes. Achievements span audio, weaponry, AI, and scene updates, underpinned by stable checkpoint logic and a consolidated enemy script architecture. These efforts improved player feedback, reliability, and the game's progression path, enabling smoother iteration and future extensibility.

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