
Contributed to the GroupeRadio4 repository by building foundational gameplay scenes and scalable animation pipelines using Unity and C#. Focused on core scene setup, including navigation meshes, occlusion culling, and lightmap configuration, to support maintainable and extensible game features. Overhauled combat animation systems with organized sprite sheets and controllers, streamlining future asset integration. Enhanced visual fidelity through custom shader modifications and delivered reusable lighting prefabs for consistent 2D lighting across scenes. Integrated interactive objects to improve player engagement and scene assembly efficiency. Demonstrated proficiency in ShaderLab, prefab architecture, and version control, prioritizing stability and future scalability over short-term bug fixes.
May 2025 focused on elevating visual fidelity and scene setup for GroupeRadio4. Delivered lighting-driven prefab assets and targeted shader work to improve enemy visuals, with assets integrated for faster scene assembly and consistent lighting across levels. No major bugs fixed this period; remaining issues are in follow-up sprints. Business value includes enhanced player immersion, streamlined content creation, and a solid foundation for future lighting-based gameplay features. Technologies demonstrated include Unity 2D lighting, shader programming, prefab architecture, and version-control discipline.
May 2025 focused on elevating visual fidelity and scene setup for GroupeRadio4. Delivered lighting-driven prefab assets and targeted shader work to improve enemy visuals, with assets integrated for faster scene assembly and consistent lighting across levels. No major bugs fixed this period; remaining issues are in follow-up sprints. Business value includes enhanced player immersion, streamlined content creation, and a solid foundation for future lighting-based gameplay features. Technologies demonstrated include Unity 2D lighting, shader programming, prefab architecture, and version-control discipline.
April 2025: Delivered foundational gameplay scene and a scalable animation pipeline for GroupeRadio4. Established the Samuel test scene with navigation and rendering optimizations, and overhauled combat animations with organized assets and scene integration to enable rapid future feature work. No explicit bugs fixed documented this period; focused on core stability and maintainability.
April 2025: Delivered foundational gameplay scene and a scalable animation pipeline for GroupeRadio4. Established the Samuel test scene with navigation and rendering optimizations, and overhauled combat animations with organized assets and scene integration to enable rapid future feature work. No explicit bugs fixed documented this period; focused on core stability and maintainability.

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