
Contributed to the S-oul/AstroCube_Team_05 repository by delivering 24 features and resolving 13 bugs over two months, focusing on gameplay polish, level expansion, and UI/UX enhancements. Leveraged Unity and C# to implement a robust Input Display system, integrate Cinemachine for camera improvements, and add haptics and screen shake for enhanced player feedback. Managed asset integration and prefab creation to streamline scene setup and ensure consistency across levels. Addressed collision detection and shader development challenges, improving stability and visual quality. The work established a stronger technical foundation, reduced post-release risk, and enabled more efficient iteration for future game development sprints.
June 2025 performance summary for S-oul/AstroCube_Team_05 focused on delivering a cohesive Input Display system, gameplay polish, level expansion, and stability improvements across the build. Key deliverables include a robust Input Display system (prefabs, displays, icons) with Nar02 integration, camera and gameplay polish via Cinemachine and new haptics/screen shake, and expanded level content with Nar levels 12–14 and Level 17 added to final scenes. Connectivity updates reconnected LVL01 to LVL02, and a PPT Scene was introduced alongside Lights Cube updates. Critical visuals and stability were improved through LVL17 skybox/preview fixes, barrier/wall fixes, Player Prefab fixes, and numerous InputDisplay fixes across multiple levels. Engineering enhancements include keyboard input support and preview tweaks for LVL4, as well as Level 4/5/6 InputDisplay improvements and associated bug fixes across LVLs 01–09. Overall, the month delivered a more consistent player experience, reduced post-release risk, and a stronger technical foundation for future features.
June 2025 performance summary for S-oul/AstroCube_Team_05 focused on delivering a cohesive Input Display system, gameplay polish, level expansion, and stability improvements across the build. Key deliverables include a robust Input Display system (prefabs, displays, icons) with Nar02 integration, camera and gameplay polish via Cinemachine and new haptics/screen shake, and expanded level content with Nar levels 12–14 and Level 17 added to final scenes. Connectivity updates reconnected LVL01 to LVL02, and a PPT Scene was introduced alongside Lights Cube updates. Critical visuals and stability were improved through LVL17 skybox/preview fixes, barrier/wall fixes, Player Prefab fixes, and numerous InputDisplay fixes across multiple levels. Engineering enhancements include keyboard input support and preview tweaks for LVL4, as well as Level 4/5/6 InputDisplay improvements and associated bug fixes across LVLs 01–09. Overall, the month delivered a more consistent player experience, reduced post-release risk, and a stronger technical foundation for future features.
May 2025 monthly summary for S-oul/AstroCube_Team_05 highlighting feature deliveries, asset/level cleanups, UI/UX enhancements, and a key physics fix. Focused on delivering business value through level polish, consistency, and stable playtests to accelerate iteration in upcoming sprints.
May 2025 monthly summary for S-oul/AstroCube_Team_05 highlighting feature deliveries, asset/level cleanups, UI/UX enhancements, and a key physics fix. Focused on delivering business value through level polish, consistency, and stable playtests to accelerate iteration in upcoming sprints.

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