
Corinne Daigle developed core gameplay and user interface systems across Unity and Unreal Engine projects, focusing on both player experience and maintainability. For corinnedaigle3/Project3_Team1, she implemented a player animation system with idle, walk, dodge, and takedown states using C# scripting and Unity’s animation controller, and integrated a tutorial audio system with voice-overs and event-driven cues to enhance onboarding. In popoyo07/SummerJam, she overhauled the main menu UI and stabilized pause mechanics, leveraging Unreal Engine’s Blueprint system and asset management. Her work demonstrated disciplined version control, clear documentation, and established scalable foundations for future animation, audio, and UI enhancements.

July 2025 performance summary for SummerJam (popoyo07/SummerJam). Delivered a comprehensive Main Menu UI overhaul and robust pause system, laying groundwork for polished user experience and faster feature iteration. Main Menu: introduced MainMenu, Options, PauseMenu, Credits, LoseMenu, WinMenu; removed Prototype map; integrated new UI assets and updated navigation controls. UI asset integration spanned controls, character assets, volume controls, and game naming, enabling consistent visuals across menus. Pausing: resolved stability issues in pause mechanics, including fishing pause behavior and the 'Press E' trigger, ensuring reliable gameplay flow. Business impact: improved onboarding and accessibility, reduced risk for future feature additions, and increased perceived polish for the title. Technical impact: demonstrated Unreal Engine UI/Blueprint/asset integration, disciplined version control across 16+ commits for UI/assets and 3 bug-fix commits, and a maintainable UI framework ready for iterative improvements.
July 2025 performance summary for SummerJam (popoyo07/SummerJam). Delivered a comprehensive Main Menu UI overhaul and robust pause system, laying groundwork for polished user experience and faster feature iteration. Main Menu: introduced MainMenu, Options, PauseMenu, Credits, LoseMenu, WinMenu; removed Prototype map; integrated new UI assets and updated navigation controls. UI asset integration spanned controls, character assets, volume controls, and game naming, enabling consistent visuals across menus. Pausing: resolved stability issues in pause mechanics, including fishing pause behavior and the 'Press E' trigger, ensuring reliable gameplay flow. Business impact: improved onboarding and accessibility, reduced risk for future feature additions, and increased perceived polish for the title. Technical impact: demonstrated Unreal Engine UI/Blueprint/asset integration, disciplined version control across 16+ commits for UI/assets and 3 bug-fix commits, and a maintainable UI framework ready for iterative improvements.
April 2025 performance summary for corinnedaigle3/Project3_Team1. Delivered two core features with end-to-end integration, boosting gameplay polish and onboarding: - Player Animation System: idle/walk states, avatar setup, and gameplay actions (dodging, takedown) implemented via a dedicated Animation Controller and supporting scripts; changes include animation controller setup, avatar updates, and wiring of animations to gameplay hooks. - Tutorial Audio System: added tutorial voice-overs and audio cues with AudioSource configuration and collider-triggered events to guide players during onboarding. These efforts establish a solid foundation for future state expansion, audio-driven tutorials, and scalable animation workflows.
April 2025 performance summary for corinnedaigle3/Project3_Team1. Delivered two core features with end-to-end integration, boosting gameplay polish and onboarding: - Player Animation System: idle/walk states, avatar setup, and gameplay actions (dodging, takedown) implemented via a dedicated Animation Controller and supporting scripts; changes include animation controller setup, avatar updates, and wiring of animations to gameplay hooks. - Tutorial Audio System: added tutorial voice-overs and audio cues with AudioSource configuration and collider-triggered events to guide players during onboarding. These efforts establish a solid foundation for future state expansion, audio-driven tutorials, and scalable animation workflows.
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