
Worked on the AlexisBliesener/Bewitched repository, delivering five months of iterative 3D environment development and asset integration for a Unity-based game. Built modular level geometry, expanded prop and prefab systems, and implemented persistent save functionality to support scalable world-building and player progression. Applied C# and Unity YAML to manage scene data, optimize asset pipelines, and refine collision detection for stable gameplay. Enhanced visual fidelity through material upgrades, lighting design, and terrain improvements, while establishing structured asset hierarchies for maintainability. Addressed runtime stability by fixing collider and z-fighting issues, enabling efficient iteration and supporting future content expansion across multiple game levels.
December 2025 (AlexisBliesener/Bewitched) focused on cavern expansion, polish, and visual upgrades that enhance immersion and prepare for Level 2 content. Delivered Mudstone Cavern Expansion with new assets and collider groundwork, refined Crystal Cavern with textures, terrain, and layout improvements for better immersion and performance, and upgraded Heartroot landmark visuals for Level 2 aesthetics. Minor interaction and collision refinements were implemented in tandem with asset integration to improve stability during exploration. The work strengthens environmental storytelling and establishes a scalable foundation for future expansions.
December 2025 (AlexisBliesener/Bewitched) focused on cavern expansion, polish, and visual upgrades that enhance immersion and prepare for Level 2 content. Delivered Mudstone Cavern Expansion with new assets and collider groundwork, refined Crystal Cavern with textures, terrain, and layout improvements for better immersion and performance, and upgraded Heartroot landmark visuals for Level 2 aesthetics. Minor interaction and collision refinements were implemented in tandem with asset integration to improve stability during exploration. The work strengthens environmental storytelling and establishes a scalable foundation for future expansions.
November 2025 (AlexisBliesener/Bewitched) delivered substantial world-building, persistence, and stability improvements. Notable work includes environment overhaul with ceilings, walls, lighting, and props; Save System enabling cross-session persistence; Prefab System updates for scalable scene assembly; Terrain/World Setup and related terrain refinements; and Root System expansion with final polish. Also fixed critical collisions and tunnel stability issues to improve reliability and gameplay feel. These changes drive longer play sessions, richer visuals, and more efficient asset workflows, supporting sustained user engagement and scalable development.
November 2025 (AlexisBliesener/Bewitched) delivered substantial world-building, persistence, and stability improvements. Notable work includes environment overhaul with ceilings, walls, lighting, and props; Save System enabling cross-session persistence; Prefab System updates for scalable scene assembly; Terrain/World Setup and related terrain refinements; and Root System expansion with final polish. Also fixed critical collisions and tunnel stability issues to improve reliability and gameplay feel. These changes drive longer play sessions, richer visuals, and more efficient asset workflows, supporting sustained user engagement and scalable development.
October 2025 monthly summary for AlexisBliesener/Bewitched. Delivered foundational scene architecture, reusable prefab system, texture/material upgrades, and progressive lighting to accelerate iteration, raise visual fidelity, and support scalable collaboration. Implemented an entryway prefab system with fixed UVs and integrated walls/arch, expanded and stabilized the prop placement workflow, and performed comprehensive level geometry refinements. Fixed key collider/visual issues to improve runtime stability and prepared post-processing toggles for performance tuning.
October 2025 monthly summary for AlexisBliesener/Bewitched. Delivered foundational scene architecture, reusable prefab system, texture/material upgrades, and progressive lighting to accelerate iteration, raise visual fidelity, and support scalable collaboration. Implemented an entryway prefab system with fixed UVs and integrated walls/arch, expanded and stabilized the prop placement workflow, and performed comprehensive level geometry refinements. Fixed key collider/visual issues to improve runtime stability and prepared post-processing toggles for performance tuning.
September 2025 focused on delivering core level design improvements and strengthening testing scaffolds for Bewitched. Key outcomes include updated prison environment visuals with landmark integration, a refined JuliaTestScene with pedestal population to support layout iterations, and an expanded modular asset library to enable rapid prototyping. These efforts improve visual fidelity, testability, and design throughput, aligning with backlog priorities and enabling faster iteration cycles across the Bewitched project.
September 2025 focused on delivering core level design improvements and strengthening testing scaffolds for Bewitched. Key outcomes include updated prison environment visuals with landmark integration, a refined JuliaTestScene with pedestal population to support layout iterations, and an expanded modular asset library to enable rapid prototyping. These efforts improve visual fidelity, testability, and design throughput, aligning with backlog priorities and enabling faster iteration cycles across the Bewitched project.
Month: 2025-08 — Monthly summary for AlexisBliesener/Bewitched. This period focused on delivering a visual fidelity upgrade and strengthening the art asset pipeline for Level 1. Key outcomes include new Bewitched Level 1 art assets, an upgraded Stone Floor material, and a dedicated asset organization structure that accelerates future iterations. Specifically: introduced Level 1 test scene; organized art assets into a clear folder hierarchy; imported a 2x2 plane model with stone floor texture maps; upgraded StoneFloor material with Metallic/Smoothness textures and keywords; added a new 2x2 stone floor prefab with textures placed in a dedicated subdirectory. Commit references: e41820c91aabdb4113b2a6ee737d4df10adf62a1 (Added Assets); c300dbd0ca844984c2ae3e210b1c4cc45d12fb4b (StoneFloor MAT test). Business value: improved visual fidelity for Level 1, streamlined asset intake, faster artist onboarding, and a repeatable pattern for future level art work. Technologies/skills demonstrated: Unity asset pipeline, materials (Metallic, Smoothness), texture mapping, prefab creation, test-scene setup, and structured asset directories.
Month: 2025-08 — Monthly summary for AlexisBliesener/Bewitched. This period focused on delivering a visual fidelity upgrade and strengthening the art asset pipeline for Level 1. Key outcomes include new Bewitched Level 1 art assets, an upgraded Stone Floor material, and a dedicated asset organization structure that accelerates future iterations. Specifically: introduced Level 1 test scene; organized art assets into a clear folder hierarchy; imported a 2x2 plane model with stone floor texture maps; upgraded StoneFloor material with Metallic/Smoothness textures and keywords; added a new 2x2 stone floor prefab with textures placed in a dedicated subdirectory. Commit references: e41820c91aabdb4113b2a6ee737d4df10adf62a1 (Added Assets); c300dbd0ca844984c2ae3e210b1c4cc45d12fb4b (StoneFloor MAT test). Business value: improved visual fidelity for Level 1, streamlined asset intake, faster artist onboarding, and a repeatable pattern for future level art work. Technologies/skills demonstrated: Unity asset pipeline, materials (Metallic, Smoothness), texture mapping, prefab creation, test-scene setup, and structured asset directories.

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