
Over three months, contributed to the PFE-Team1/PFETeam1 repository by building and refining core gameplay systems, level progression, and visual polish for a Unity-based game. Delivered features such as scene management, flying mechanics, parallax effects, and sequencer-driven transitions, while resolving issues in player movement, camera logic, and collision handling. Enhanced project maintainability through refactoring and asset updates, and improved user experience with VFX, audio integration using Wwise, and onboarding content. Leveraged C#, Unity, and YAML to implement gameplay scripting, test scaffolding, and asset management, supporting faster iteration cycles and a stable foundation for ongoing development and cross-platform compatibility.
June 2025: Delivered stability and richer visuals across PFETeam1. Key improvements include cleaning up cluttered levels, fixing core geometry and input issues, expanding painting effects, updating assets for visuals consistency, and advancing scene transitions and sequencing to support higher-quality user experiences and testing pipelines.
June 2025: Delivered stability and richer visuals across PFETeam1. Key improvements include cleaning up cluttered levels, fixing core geometry and input issues, expanding painting effects, updating assets for visuals consistency, and advancing scene transitions and sequencing to support higher-quality user experiences and testing pipelines.
May 2025 monthly performance summary focused on delivering core gameplay features, stabilizing level structure, and strengthening the project foundation. Highlights include the Parallax integration within the Croquis tutorial, Croquis player movement with push interactions, audio support, and enhanced collision mechanics. The month also advanced the project setup to version 2.5 and established scene assets/test scaffolding to enable faster iteration on VFX and feel, while maintaining repo hygiene through targeted fixes.
May 2025 monthly performance summary focused on delivering core gameplay features, stabilizing level structure, and strengthening the project foundation. Highlights include the Parallax integration within the Croquis tutorial, Croquis player movement with push interactions, audio support, and enhanced collision mechanics. The month also advanced the project setup to version 2.5 and established scene assets/test scaffolding to enable faster iteration on VFX and feel, while maintaining repo hygiene through targeted fixes.
April 2025 — PFETeam1: Focused on delivering core gameplay features, stabilizing level progression, and improving visual polish. Key features delivered: Level Introduction, Endings, and Scene Management enabling smooth level progression; Flying System Enhancements with tests and configurable velocity, laying groundwork for aerial gameplay. Major bugs fixed: Level 1.x camera/build issues across 1.5 and 2, Jump mechanics, movement speed, gravity, Push animation, and general stability. Visuals improved: puddle visuals, end-screen VFX; Platform 1.5 compatibility addressed. Project refactor (folder cleanup) improves maintainability. Technologies demonstrated: gameplay scripting, test scaffolding, debugging and refactoring, VFX work, platform compatibility. Business value: more stable player experience, faster iteration cycles, and a stronger foundation for future features.
April 2025 — PFETeam1: Focused on delivering core gameplay features, stabilizing level progression, and improving visual polish. Key features delivered: Level Introduction, Endings, and Scene Management enabling smooth level progression; Flying System Enhancements with tests and configurable velocity, laying groundwork for aerial gameplay. Major bugs fixed: Level 1.x camera/build issues across 1.5 and 2, Jump mechanics, movement speed, gravity, Push animation, and general stability. Visuals improved: puddle visuals, end-screen VFX; Platform 1.5 compatibility addressed. Project refactor (folder cleanup) improves maintainability. Technologies demonstrated: gameplay scripting, test scaffolding, debugging and refactoring, VFX work, platform compatibility. Business value: more stable player experience, faster iteration cycles, and a stronger foundation for future features.

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