
During November 2024, contributed to the ltsLumina/FG-GP-Team1 repository by developing four features focused on enhancing visual fidelity and user feedback in Unity. Built a real-time fuel indicator UI system as a reusable prefab, integrated into multiple scenes to provide clear fuel status. Implemented smoke effects and dynamic train visuals using particle systems and Shader Graph, improving environmental immersion. Introduced procedural animation and custom shaders for dynamic plant and ocean motion, adding realism to foliage and water. Added screen shake feedback on collisions to reinforce impact events. Leveraged C#, ShaderLab, and VFX Graph to deliver modular, iteration-friendly components without bug fixes.
Month: 2024-11 — Focused on visual fidelity, UI, and feedback systems across FG-GP-Team1. Key features delivered include a real-time Fuel Indicator UI System (prefab) integrated into alpha and sandbox scenes, smoke effects and train visuals across multiple entities, dynamic plant motion with shader-based water-like effects, and screen shake feedback on collisions. No major bugs fixed this month. These efforts deliver tangible business value by improving user immersion, providing clear fuel status indicators, and establishing reusable, shader-based animation and UI components for faster iteration.
Month: 2024-11 — Focused on visual fidelity, UI, and feedback systems across FG-GP-Team1. Key features delivered include a real-time Fuel Indicator UI System (prefab) integrated into alpha and sandbox scenes, smoke effects and train visuals across multiple entities, dynamic plant motion with shader-based water-like effects, and screen shake feedback on collisions. No major bugs fixed this month. These efforts deliver tangible business value by improving user immersion, providing clear fuel status indicators, and establishing reusable, shader-based animation and UI components for faster iteration.

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