
Developed and stabilized an FPS prototype in the N-Call/FPS-Prototype repository, focusing on scalable architecture, gameplay flow, and robust UI/UX. Integrated a global ammo system and comprehensive UI elements, including health bars, enemy counters, and win/lose screens, using Unity and C#. Established a modular Game Manager with pause functionality and implemented level progression with checkpoints, boss mechanics, and dialogue groundwork. Enhanced navigation through NavMesh baking and improved visual feedback with VFX and animation updates. Addressed critical bugs, maintained codebase hygiene, and consolidated UI into reusable prefabs. Leveraged skills in C#, Unity Engine, and graphics programming to deliver a cohesive gameplay experience.
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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