
Over four months, AxioCrafting developed core gameplay systems for the SatoshiHiiro/poltergsheist-game repository, focusing on 2D Unity game development with C# scripting and robust asset management. They established a modular energy-based possession mechanic, implemented a scalable animation system, and introduced inventory and key/lock interactions to support dynamic gameplay. Their technical approach emphasized maintainable code organization, prefab-driven workflows, and disciplined version control using Git. By refactoring controllers, integrating Unity’s Animator, and resolving asset and prefab conflicts, AxioCrafting delivered stable, extensible features and addressed bugs, resulting in a solid foundation for future development and a more responsive player experience.
April 2025 was focused on delivering a robust, scalable animation system for SatoshiHiiro/poltergsheist-game and stabilizing prefab-driven workflows. Key deliveries include a comprehensive Animation System Overhaul for the Player and Possessables, adding new actions and updating prefabs/scripts to drive gameplay with the new animations; plus a Prefab Conflict Fix and Animation System Integration that updated the Player prefab and Prototypage scene, integrated Animator, and aligned Main Camera and Wwise data with the new system. These changes improved gameplay feel, reduced prefab-related risks, and established a solid foundation for future animation-driven features. Technologies demonstrated include Unity Animator, prefab workflows, and audio integration with Wwise.
April 2025 was focused on delivering a robust, scalable animation system for SatoshiHiiro/poltergsheist-game and stabilizing prefab-driven workflows. Key deliveries include a comprehensive Animation System Overhaul for the Player and Possessables, adding new actions and updating prefabs/scripts to drive gameplay with the new animations; plus a Prefab Conflict Fix and Animation System Integration that updated the Player prefab and Prototypage scene, integrated Animator, and aligned Main Camera and Wwise data with the new system. These changes improved gameplay feel, reduced prefab-related risks, and established a solid foundation for future animation-driven features. Technologies demonstrated include Unity Animator, prefab workflows, and audio integration with Wwise.
March 2025: Strengthened core gameplay loop and visual polish for poltergsheist-game. Delivered stable possession mechanics, enhanced animations, and robust UI/camera polish; resolved font texture asset rendering issues and related metadata integrity.
March 2025: Strengthened core gameplay loop and visual polish for poltergsheist-game. Delivered stable possession mechanics, enhanced animations, and robust UI/camera polish; resolved font texture asset rendering issues and related metadata integrity.
February 2025 (2025-02) Monthly work summary for SatoshiHiiro/poltergsheist-game. Focus areas included core gameplay stability, animation and system refactoring, inventory-based interactions, and repository maintainability. Delivered several user-facing improvements, robust internals, and a cleaner project structure that enables faster iteration and safer future changes. Key outcomes include a more responsive player experience, richer interaction with items/keys, and a scalable architecture for NPCs, players, and enemies.
February 2025 (2025-02) Monthly work summary for SatoshiHiiro/poltergsheist-game. Focus areas included core gameplay stability, animation and system refactoring, inventory-based interactions, and repository maintainability. Delivered several user-facing improvements, robust internals, and a cleaner project structure that enables faster iteration and safer future changes. Key outcomes include a more responsive player experience, richer interaction with items/keys, and a scalable architecture for NPCs, players, and enemies.
January 2025 — SatoshiHiiro/poltergsheist-game: Established core prototyping and an energy-based possession mechanic, creating a solid foundation for a playable prototype and future feature delivery. Delivered 2D Unity project scaffolding, input system groundwork, rendering setup, and initial gameplay scaffolding, along with an energy resource mechanic tied to collectible items to support dynamic gameplay loops. Documented setup and progress to accelerate onboarding and collaboration.
January 2025 — SatoshiHiiro/poltergsheist-game: Established core prototyping and an energy-based possession mechanic, creating a solid foundation for a playable prototype and future feature delivery. Delivered 2D Unity project scaffolding, input system groundwork, rendering setup, and initial gameplay scaffolding, along with an energy resource mechanic tied to collectible items to support dynamic gameplay loops. Documented setup and progress to accelerate onboarding and collaboration.

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