
Contributed to OVpk/DungeonCrawlerGrp2 by developing and refining core gameplay systems, focusing on data-driven level creation, animation enhancements, and robust asset management. Leveraged Unity and C# to implement a custom level data asset for flexible 5x5 grid-based design, overhauled character and enemy animations for improved responsiveness, and integrated new UI features to support playability and testing. Addressed gameplay balance through iterative testing and data model refactoring, while maintaining project hygiene by removing obsolete scenes and correcting bugs. Enhanced player experience with updated shop systems, popups, and main menu animations, demonstrating a methodical approach to Unity development and game data management.
June 2025 performance summary for OVpk/DungeonCrawlerGrp2: Delivered monetization and player experience improvements across core features, stabilized data integrity, and advanced UX with animations and popups. Key features delivered include Candypack pricing update (70→80), Sachet quantities increased (1→4), Malabar protection, initial in-game Item Shop, and Bonbonpedia content updates, plus UI/UX refinements (Animation timing adjustments, Pop Up and Candy Unlock popups, and main menu animation). Major bugs fixed addressed camera behavior/positioning, Malabar shop data corrections, and Salle1 cleanup, along with interface combat arrow improvements. The team also conducted tests and balancing experiments for Upgrade Max Candy to validate pacing and revenue impact. Impact: increased revenue potential from price optimization, smoother onboarding and retention through richer shop and popups, reduced risk from data inconsistencies, and a more polished, responsive UI. Technologies/skills demonstrated include commit-level traceability, UI/UX animation work, gameplay balancing, data corrections, and iterative testing.
June 2025 performance summary for OVpk/DungeonCrawlerGrp2: Delivered monetization and player experience improvements across core features, stabilized data integrity, and advanced UX with animations and popups. Key features delivered include Candypack pricing update (70→80), Sachet quantities increased (1→4), Malabar protection, initial in-game Item Shop, and Bonbonpedia content updates, plus UI/UX refinements (Animation timing adjustments, Pop Up and Candy Unlock popups, and main menu animation). Major bugs fixed addressed camera behavior/positioning, Malabar shop data corrections, and Salle1 cleanup, along with interface combat arrow improvements. The team also conducted tests and balancing experiments for Upgrade Max Candy to validate pacing and revenue impact. Impact: increased revenue potential from price optimization, smoother onboarding and retention through richer shop and popups, reduced risk from data inconsistencies, and a more polished, responsive UI. Technologies/skills demonstrated include commit-level traceability, UI/UX animation work, gameplay balancing, data corrections, and iterative testing.
May 2025 monthly summary for OVpk/DungeonCrawlerGrp2 focusing on delivering playable content, asset hygiene, and balance improvements across multiple features and fixes. The team consolidated a sizable subset of the dungeon crawler project, enabled a robust playable baseline, and tightened gameplay balance and UI polish to support QA, demonstrations, and future development.
May 2025 monthly summary for OVpk/DungeonCrawlerGrp2 focusing on delivering playable content, asset hygiene, and balance improvements across multiple features and fixes. The team consolidated a sizable subset of the dungeon crawler project, enabled a robust playable baseline, and tightened gameplay balance and UI polish to support QA, demonstrations, and future development.
April 2025 (2025-04) focused on strengthening the game data architecture and visual fidelity, paired with enhanced testing capabilities to accelerate balancing and iteration for OVpk/DungeonCrawlerGrp2.
April 2025 (2025-04) focused on strengthening the game data architecture and visual fidelity, paired with enhanced testing capabilities to accelerate balancing and iteration for OVpk/DungeonCrawlerGrp2.
March 2025 | OVpk/DungeonCrawlerGrp2: Key feature delivered: Custom Level Data Asset and enhanced fight area visuals. Major bugs fixed: None reported in this period. Overall impact: Empowered designers with a data-driven 5x5 level creation workflow and richer combat visuals, improving designer productivity and in-game presentation. Technologies/skills demonstrated: asset-driven level design, asset import integration, testing workflow updates, version control and asset pipelines.
March 2025 | OVpk/DungeonCrawlerGrp2: Key feature delivered: Custom Level Data Asset and enhanced fight area visuals. Major bugs fixed: None reported in this period. Overall impact: Empowered designers with a data-driven 5x5 level creation workflow and richer combat visuals, improving designer productivity and in-game presentation. Technologies/skills demonstrated: asset-driven level design, asset import integration, testing workflow updates, version control and asset pipelines.

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