
During May 2025, JJ Maddox developed and stabilized an FPS prototype in the N-Call/FPS-Prototype repository, focusing on scalable architecture and gameplay flow. He implemented a global ammo system and unified UI elements such as health bars, enemy counters, and win/lose screens using reusable Unity prefabs. Leveraging C# and Shader Graph, JJ established a robust Game Manager with pause functionality, integrated NavMesh-based AI pathfinding, and introduced level progression with checkpoints and boss mechanics. His work included debugging, codebase cleanup, and asset management, resulting in a maintainable codebase. The project demonstrated depth in UI development, scene management, and visual effects integration.

May 2025 monthly summary for N-Call/FPS-Prototype: Delivered a stabilized FPS prototype with a focus on UI/UX, gameplay flow, and scalable architecture. Implemented an Ammo UI and Global Ammo System across all scenes (reticle, timer, ammo cap) and built a Game Manager core with pause functionality. Established Win/Lose UI flow with timer integration, and consolidated UI into reusable prefabs (Health Bar, Enemy Counter, UI Flash Screen). Deployed level progression scaffolding (last checkpoint, next level, Level 2 enemy) and Level 3 progression with ammo integration and Boss Health Bar UI. Strengthened navigation and gameplay integration with NavMesh baking and Hitmaker unit/assets/targets, plus Dialogue System groundwork and Rating System. Fixed critical bugs and completed codebase hygiene, including main-branch sync and removal of obsolete scripts.
May 2025 monthly summary for N-Call/FPS-Prototype: Delivered a stabilized FPS prototype with a focus on UI/UX, gameplay flow, and scalable architecture. Implemented an Ammo UI and Global Ammo System across all scenes (reticle, timer, ammo cap) and built a Game Manager core with pause functionality. Established Win/Lose UI flow with timer integration, and consolidated UI into reusable prefabs (Health Bar, Enemy Counter, UI Flash Screen). Deployed level progression scaffolding (last checkpoint, next level, Level 2 enemy) and Level 3 progression with ammo integration and Boss Health Bar UI. Strengthened navigation and gameplay integration with NavMesh baking and Hitmaker unit/assets/targets, plus Dialogue System groundwork and Rating System. Fixed critical bugs and completed codebase hygiene, including main-branch sync and removal of obsolete scripts.
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