
Developed and delivered the Blowing Fan gameplay feature for the Defender repository, implementing an interactive item that applies force to nearby objects within Unity. The work encompassed creating a dedicated prefab, scripting activation and expiry behaviors in C#, and integrating particle effects, audio, and UI updates to provide clear player feedback. A specialized test scene was established to streamline both development and QA processes, ensuring robust functionality. Additionally, groundwork was laid for future networking support to enable synchronized multiplayer interactions. This feature established reusable patterns for item-based interactions, emphasizing maintainable object management and scene setup within the Unity Engine environment.
August 2025: Delivered the Blowing Fan gameplay feature for Defender, including a complete end-to-end implementation and testing scaffolding. This feature introduces a Blowing Fan item that applies force to nearby objects, with its own prefab, script, particle effects, visuals, audio, activation behavior, expiry duration, and UI updates. A dedicated test scene was created to streamline development and QA. Prepared groundwork for networking, enabling future multiplayer synchronization of the item interaction. The work emphasizes delivering tangible gameplay value while establishing reusable patterns for item-based interactions.
August 2025: Delivered the Blowing Fan gameplay feature for Defender, including a complete end-to-end implementation and testing scaffolding. This feature introduces a Blowing Fan item that applies force to nearby objects, with its own prefab, script, particle effects, visuals, audio, activation behavior, expiry duration, and UI updates. A dedicated test scene was created to streamline development and QA. Prepared groundwork for networking, enabling future multiplayer synchronization of the item interaction. The work emphasizes delivering tangible gameplay value while establishing reusable patterns for item-based interactions.

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