
Developed and maintained the Cu1us/chain-mail game project over three months, delivering 57 features and resolving 43 bugs. Work focused on building a modular combat system, refining UI/UX, and establishing a scalable project structure for rapid iteration. Implemented core mechanics such as sword and bow combat, enemy AI, and trap systems using Unity and C#. Enhanced gameplay with features like health bars, game over states, and background music, while improving asset and video management. Applied skills in 2D/3D animation, physics, and prefab organization, ensuring stable builds and maintainable code through disciplined bug fixing, code cleanup, and project organization practices.
Concise monthly summary for 2025-01 focusing on business value and technical achievements for Cu1us/chain-mail. Highlights include audio-visual enhancements, media handling improvements, and gameplay balance changes that improve user experience, media reliability, and progression pacing.
Concise monthly summary for 2025-01 focusing on business value and technical achievements for Cu1us/chain-mail. Highlights include audio-visual enhancements, media handling improvements, and gameplay balance changes that improve user experience, media reliability, and progression pacing.
December 2024 monthly summary for Cu1us/chain-mail focusing on delivered features, critical fixes, and overall impact. Highlights include grid system overhaul, navmesh improvements, combat/damage UI polish, collision and level design stability, and UX refinements across scenes and tutorials.
December 2024 monthly summary for Cu1us/chain-mail focusing on delivered features, critical fixes, and overall impact. Highlights include grid system overhaul, navmesh improvements, combat/damage UI polish, collision and level design stability, and UX refinements across scenes and tutorials.
November 2024 performance summary for Cu1us/chain-mail: Focused on establishing a solid foundation, accelerating combat feature development, and enhancing UI/UX to enable faster demos and stakeholder reviews. Key features delivered include importing core scripts and prefabs to bootstrap functionality, updating bow mechanics for more responsive ranged combat, initiating a sword combat system with basic combat and aiming, implementing a demo scene and an enemy spawner for rapid iteration, and organizing the repository into a demo-focused structure. Additional progress includes integrating weapons into the main scene and introducing health bar and game over UI with TextMeshPro support. Major bugs fixed include cleanup of outdated movement scripting, rotation/knockback and collider fixes, player weapon and sprite consistency, camera/UI disable correctness, and trap/enemy collider refinements. Overall, this work delivers a more stable and testable combat loop, better visuals and UI, and a scalable project structure that reduces onboarding time and accelerates future feature delivery. Technologies demonstrated: Unity, C#, prefab/modularization, scene organization, navmesh, particle effects, TextMeshPro, animation, and robust bug-fix discipline.
November 2024 performance summary for Cu1us/chain-mail: Focused on establishing a solid foundation, accelerating combat feature development, and enhancing UI/UX to enable faster demos and stakeholder reviews. Key features delivered include importing core scripts and prefabs to bootstrap functionality, updating bow mechanics for more responsive ranged combat, initiating a sword combat system with basic combat and aiming, implementing a demo scene and an enemy spawner for rapid iteration, and organizing the repository into a demo-focused structure. Additional progress includes integrating weapons into the main scene and introducing health bar and game over UI with TextMeshPro support. Major bugs fixed include cleanup of outdated movement scripting, rotation/knockback and collider fixes, player weapon and sprite consistency, camera/UI disable correctness, and trap/enemy collider refinements. Overall, this work delivers a more stable and testable combat loop, better visuals and UI, and a scalable project structure that reduces onboarding time and accelerates future feature delivery. Technologies demonstrated: Unity, C#, prefab/modularization, scene organization, navmesh, particle effects, TextMeshPro, animation, and robust bug-fix discipline.

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