
Jungyk worked on the jsg0912/beat_warrior repository, delivering a Combat Visuals Overhaul and asset optimization within Unity. Using C# and Unity’s particle systems, Jungyk enhanced hit and blood visuals, introduced new slash effects, and resolved visual inconsistencies between Sting/FX_Slash and player attacks. The work included reorganizing 2D asset pipelines, optimizing asset imports, and refactoring sprite prefabs to improve performance and maintainability. By tuning particle loop settings and sprite renderer properties, Jungyk enabled clearer player feedback and faster iteration for future development. The depth of changes addressed both gameplay clarity and asset workflow efficiency, reflecting strong asset management skills.
February 2025: Delivered a comprehensive Combat Visuals Overhaul and Asset optimization for the jsg0912/beat_warrior project. Fixed visual glitches, enhanced feedback through updated hit/blood visuals and slash effects, and reorganized 2D asset pipelines to improve performance and maintainability. These changes enhanced gameplay clarity, reduced bugs in Sting/FX_Slash and basic attack visuals, and streamlined asset workflows for faster iteration.
February 2025: Delivered a comprehensive Combat Visuals Overhaul and Asset optimization for the jsg0912/beat_warrior project. Fixed visual glitches, enhanced feedback through updated hit/blood visuals and slash effects, and reorganized 2D asset pipelines to improve performance and maintainability. These changes enhanced gameplay clarity, reduced bugs in Sting/FX_Slash and basic attack visuals, and streamlined asset workflows for faster iteration.

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