
Over a three-month period, contributed to the RJ-06/CouchPotatoes repository by building core gameplay systems and enhancing player experience in Unity. Developed robust player input handling, two-player workflows, and foundational prefabs using C# and the Unity Input System. Integrated animated character sprites, metadata-driven animation workflows, and a stage event system to support interactive level design. Expanded gameplay with FX and explosion systems, player skin customization, and refined aiming and throwing mechanics, leveraging technologies such as ShaderLab and TextMesh Pro. Focused on scalable architecture, testability, and maintainable asset management, laying a solid foundation for future feature development and QA processes.
2025-03 Monthly Summary for RJ-06/CouchPotatoes. Delivered cohesive FX and explosion system enhancements, including an FXManager prefab, explosion and pickup effects, and integration with input/scene; accounted for test scene adjustments and related tweaks. Implemented player skin customization with input-driven skin switching and updated input mappings and scene/player prefab support. Improved aiming and throwing mechanics with mouse/analog inputs and refined join/throw timing, ensuring smoother gameplay flow. These efforts culminated in a more polished player experience, better testability, and a scalable foundation for future features.
2025-03 Monthly Summary for RJ-06/CouchPotatoes. Delivered cohesive FX and explosion system enhancements, including an FXManager prefab, explosion and pickup effects, and integration with input/scene; accounted for test scene adjustments and related tweaks. Implemented player skin customization with input-driven skin switching and updated input mappings and scene/player prefab support. Improved aiming and throwing mechanics with mouse/analog inputs and refined join/throw timing, ensuring smoother gameplay flow. These efforts culminated in a more polished player experience, better testability, and a scalable foundation for future features.
February 2025 (RJ-06/CouchPotatoes) — Focused on delivering core gameplay enhancements and scalable stage inter activity to improve player experience and support UI/game logic integration. Key accomplishments include new character sprite assets with animation metadata, unified player movement input with public state exposure, and a stage event system with timed events and trigger-driven actions. These changes establish a metadata-driven animation workflow, robust input handling across WASD/arrow keys, and an event-driven stage engine that enables interactive level design.
February 2025 (RJ-06/CouchPotatoes) — Focused on delivering core gameplay enhancements and scalable stage inter activity to improve player experience and support UI/game logic integration. Key accomplishments include new character sprite assets with animation metadata, unified player movement input with public state exposure, and a stage event system with timed events and trigger-driven actions. These changes establish a metadata-driven animation workflow, robust input handling across WASD/arrow keys, and an event-driven stage engine that enables interactive level design.
January 2025 monthly summary for RJ-06/CouchPotatoes: Established core gameplay scaffolding with robust player input (including gamepad), two-player join/assignment workflow, and foundational player objects. Added potato sprite asset and initial integration, plus UI/visual enhancements via TextMesh Pro shaders (SDF/URP) and related assets. Created an initial testing scene to validate interactions and asset wiring, setting the stage for rapid feature iteration and QA.
January 2025 monthly summary for RJ-06/CouchPotatoes: Established core gameplay scaffolding with robust player input (including gamepad), two-player join/assignment workflow, and foundational player objects. Added potato sprite asset and initial integration, plus UI/visual enhancements via TextMesh Pro shaders (SDF/URP) and related assets. Created an initial testing scene to validate interactions and asset wiring, setting the stage for rapid feature iteration and QA.

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