
Worked on the gmuGADIG/DEADSHOT repository, delivering six new features over two months focused on gameplay, onboarding, and level design. Leveraged Godot Engine and GDScript to enhance the desert introductory level with new obstacles, enemy types, and refined navigation meshes, while optimizing asset loading for faster startup times. Improved the tutorial experience by reworking scene layouts and adjusting difficulty to streamline new-player onboarding. Integrated 3D modeling and asset management to upgrade environmental visuals and encounter systems, and addressed core interaction issues such as hitbox stability and encounter reliability. Maintained an iterative workflow with frequent, testable commits to ensure quality and stability.
November 2025 performance snapshot for gmuGADIG/DEADSHOT focused on delivering tangible business value through enhanced level design, onboarding improvements, and robust bug fixes. Desert Level Enhancements and Encounter System: implemented a comprehensive set of desert level improvements including new encounters, terrain and environmental asset upgrades, hitbox fixes, navigation tweaks, and upgrades to the encounter system. This work culminated in the addition of Encounter 5 and multiple stability/quality improvements across the desert level. Tutorial onboarding improvements: simplified onboarding by lowering initial difficulty and removing certain enemy types to help new players learn mechanics more effectively. Bug fixes and stability: resolved core interaction issues such as campfire functionality, fixed encounter boxes and bonus encounters, and stabilized hit boxes across desert sections to reduce frustrating edge cases. Overall impact: improved first-time playability, faster onboarding, and a stronger foundation for future features and content. Technologies/skills demonstrated: Godot engine asset integration and level design (.tscn), encounter system engineering, debugging and QA discipline, and effective iteration with frequent commits that reflect incremental, testable improvements.
November 2025 performance snapshot for gmuGADIG/DEADSHOT focused on delivering tangible business value through enhanced level design, onboarding improvements, and robust bug fixes. Desert Level Enhancements and Encounter System: implemented a comprehensive set of desert level improvements including new encounters, terrain and environmental asset upgrades, hitbox fixes, navigation tweaks, and upgrades to the encounter system. This work culminated in the addition of Encounter 5 and multiple stability/quality improvements across the desert level. Tutorial onboarding improvements: simplified onboarding by lowering initial difficulty and removing certain enemy types to help new players learn mechanics more effectively. Bug fixes and stability: resolved core interaction issues such as campfire functionality, fixed encounter boxes and bonus encounters, and stabilized hit boxes across desert sections to reduce frustrating edge cases. Overall impact: improved first-time playability, faster onboarding, and a stronger foundation for future features and content. Technologies/skills demonstrated: Godot engine asset integration and level design (.tscn), encounter system engineering, debugging and QA discipline, and effective iteration with frequent commits that reflect incremental, testable improvements.
Month 2025-10 focused on delivering core gameplay improvements and performance optimizations for gmuGADIG/DEADSHOT. Key features delivered include onboarding and tutorial enhancements that streamline early-player flow; expansion and refinements of the desert introductory level with new obstacles, rock cover, decorative elements, and interactables; enhancements to desert encounters with new enemy types, navigation meshes, encounter layout adjustments, and camera zoom tuning; and a resource loading optimization introducing load_steps to asset definitions to reduce load times and improve runtime responsiveness. No major bugs were recorded for this period; the team prioritized quality, stability, and data-driven iteration. The work demonstrates proficiency in Godot level design, scene organization, asset management, and performance optimization, delivering clear business value through improved player onboarding, engagement, and smoother startup times.
Month 2025-10 focused on delivering core gameplay improvements and performance optimizations for gmuGADIG/DEADSHOT. Key features delivered include onboarding and tutorial enhancements that streamline early-player flow; expansion and refinements of the desert introductory level with new obstacles, rock cover, decorative elements, and interactables; enhancements to desert encounters with new enemy types, navigation meshes, encounter layout adjustments, and camera zoom tuning; and a resource loading optimization introducing load_steps to asset definitions to reduce load times and improve runtime responsiveness. No major bugs were recorded for this period; the team prioritized quality, stability, and data-driven iteration. The work demonstrates proficiency in Godot level design, scene organization, asset management, and performance optimization, delivering clear business value through improved player onboarding, engagement, and smoother startup times.

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