
Worked on procedural world generation for the GDACollab/Well-Witches repository, focusing on implementing seeded bush placement to balance replayability with reproducibility. Developed a system in Unity using C# that randomizes the world seed each time the Gameplay Scene loads, ensuring varied yet deterministic bush distributions across sessions. This approach allows for diverse player experiences while maintaining control for testing and debugging. Addressed a bush generation bug to further improve reliability. The work emphasized procedural generation techniques, enabling both controlled variability and reproducible environments, which supports efficient quality assurance and enhances the overall player experience through consistent yet dynamic world layouts.
April 2025: Delivered seed-based procedural world generation for Well-Witches, introducing seeded bush placement with session variability to balance replayability with reproducibility. Implemented seed randomization on Gameplay Scene load to produce varied yet controllable world layouts. Fixed a bush generation bug (commit be67c0659d6c80cf44413be2c5c12ce2b391f84c). This work enhances player experience by providing diverse environments while enabling deterministic testing and faster debugging.
April 2025: Delivered seed-based procedural world generation for Well-Witches, introducing seeded bush placement with session variability to balance replayability with reproducibility. Implemented seed randomization on Gameplay Scene load to produce varied yet controllable world layouts. Fixed a bush generation bug (commit be67c0659d6c80cf44413be2c5c12ce2b391f84c). This work enhances player experience by providing diverse environments while enabling deterministic testing and faster debugging.

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