
Over six months, this developer engineered core gameplay systems and modular asset pipelines for TheCenturiaGames/The-Hound-of-Ulster, focusing on Unity and C# to deliver 39 features and resolve 9 bugs. They overhauled player and boss prefabs, integrated navmesh-driven navigation, and implemented state machines for combat and AI, enhancing both playability and maintainability. Their work included asset and animation integration using GLTF and JSON, visual effects with Shader Graph, and UI development for onboarding and boss encounters. By refining build processes, scene management, and prefab architecture, they established a scalable workflow that improved stability, iteration speed, and cross-level gameplay consistency.
October 2025 Monthly Summary – The Hound of Ulster (TheCenturiaGames) This month focused on stabilizing core combat systems, expanding character assets, and delivering visual polish to enhance player experience and production efficiency. Key outcomes include a more reliable boss encounter, refreshed Ferdiad integration, and refined gameplay dynamics that improve both engagement and maintainability.
October 2025 Monthly Summary – The Hound of Ulster (TheCenturiaGames) This month focused on stabilizing core combat systems, expanding character assets, and delivering visual polish to enhance player experience and production efficiency. Key outcomes include a more reliable boss encounter, refreshed Ferdiad integration, and refined gameplay dynamics that improve both engagement and maintainability.
September 2025 monthly summary for The-Hound-of-Ulster focused on delivering a modular, visually engaging arena and boss experience, while improving development workflows and PR readiness. Key features delivered include Mirage Arena integration with level separation and prefab usage, Ferdiad gameplay enhancements (texture color updates, state machine improvements, and prefab particle fixes), Shield Blast system (VFX, position adjustments, sprite sheets, timers, and particles), and Boss systems (new arena script with boss tag updates, movement refinements, and related prefab fixes) with PR readiness. Major bugs fixed include a critical prefab bug fix that stabilized scene assembly. Overall impact: strengthened modular architecture, richer combat feedback, and faster, higher-quality PR cycles, contributing to more consistent player experiences and reduced regression risk. Technologies/skills demonstrated: Unity prefab architecture, state machines, VFX and particle systems, sprite sheets, timing logic, tagging, and PR review processes.
September 2025 monthly summary for The-Hound-of-Ulster focused on delivering a modular, visually engaging arena and boss experience, while improving development workflows and PR readiness. Key features delivered include Mirage Arena integration with level separation and prefab usage, Ferdiad gameplay enhancements (texture color updates, state machine improvements, and prefab particle fixes), Shield Blast system (VFX, position adjustments, sprite sheets, timers, and particles), and Boss systems (new arena script with boss tag updates, movement refinements, and related prefab fixes) with PR readiness. Major bugs fixed include a critical prefab bug fix that stabilized scene assembly. Overall impact: strengthened modular architecture, richer combat feedback, and faster, higher-quality PR cycles, contributing to more consistent player experiences and reduced regression risk. Technologies/skills demonstrated: Unity prefab architecture, state machines, VFX and particle systems, sprite sheets, timing logic, tagging, and PR review processes.
August 2025 monthly summary for TheCenturiaGames/The-Hound-of-Ulster. This month focused on stabilizing core gameplay systems, delivering enhancements to combat and visuals, and advancing level design and state machine work. The work contributes to business value by improving playability, reliability, and iteration speed (especially around the alpha2 merge) while laying groundwork for future boss encounters and richer environments.
August 2025 monthly summary for TheCenturiaGames/The-Hound-of-Ulster. This month focused on stabilizing core gameplay systems, delivering enhancements to combat and visuals, and advancing level design and state machine work. The work contributes to business value by improving playability, reliability, and iteration speed (especially around the alpha2 merge) while laying groundwork for future boss encounters and richer environments.
July 2025 monthly summary for TheCenturiaGames/The-Hound-of-Ulster. Key focus areas were navmesh-driven navigation improvements, camera flow tuning for Tutorial and Level 1, and expansion/integration of Level 2 assets and scenes. The work delivered strengthens onboarding, gameplay flow, and platform readiness for subsequent levels, while stabilizing rendering and layout across levels.
July 2025 monthly summary for TheCenturiaGames/The-Hound-of-Ulster. Key focus areas were navmesh-driven navigation improvements, camera flow tuning for Tutorial and Level 1, and expansion/integration of Level 2 assets and scenes. The work delivered strengthens onboarding, gameplay flow, and platform readiness for subsequent levels, while stabilizing rendering and layout across levels.
June 2025 performance summary across The-Hound-of-Ulster and Sobrassada Engine focused on gameplay polish, stability, and a scalable asset/prefab pipeline. Delivered dash visuals enhancements and related prefab/asset updates to support dash gameplay and visual feedback; introduced a healing state with tuned cooldowns for healing and mushroom interactions; refined aiming visuals with AimShadow and related shadow components; overhauled tutorials and level scenes with a comprehensive player prefab refactor. Resolved Level 2 crash by adjusting camera and object placement and adding missing objects, and improved reliability by fixing main menu item selection and desktop display configuration. These changes improved player onboarding and experience, reduced crash risk, and established a cleaner workflow for faster future updates.
June 2025 performance summary across The-Hound-of-Ulster and Sobrassada Engine focused on gameplay polish, stability, and a scalable asset/prefab pipeline. Delivered dash visuals enhancements and related prefab/asset updates to support dash gameplay and visual feedback; introduced a healing state with tuned cooldowns for healing and mushroom interactions; refined aiming visuals with AimShadow and related shadow components; overhauled tutorials and level scenes with a comprehensive player prefab refactor. Resolved Level 2 crash by adjusting camera and object placement and adding missing objects, and improved reliability by fixing main menu item selection and desktop display configuration. These changes improved player onboarding and experience, reduced crash risk, and established a cleaner workflow for faster future updates.
May 2025 monthly summary: Delivered major gameplay and pipeline improvements across two repos. Key features include a comprehensive Player prefab overhaul with FreeCamera integration, camera/animation refinements, and removal of the deprecated PlayerFull prefab. Introduced new gameplay elements (Fireball Trap, Rising Tiles, Banshee, Level 2 tiles) with updated navmesh to enhance playability and level density. Polished tutorial scene with UI tutorial images and a functional pause menu to improve onboarding. Navmesh and scene refinements improved pathfinding and scene presentation, complemented by build-optimization tweaks (camera and navmesh build settings). Fixed weapon attachment reliability by attaching to a child capsule collider instead of weapon-name lookups. Overall impact: stronger gameplay variety, more reliable testing, and a maintainable build pipeline.
May 2025 monthly summary: Delivered major gameplay and pipeline improvements across two repos. Key features include a comprehensive Player prefab overhaul with FreeCamera integration, camera/animation refinements, and removal of the deprecated PlayerFull prefab. Introduced new gameplay elements (Fireball Trap, Rising Tiles, Banshee, Level 2 tiles) with updated navmesh to enhance playability and level density. Polished tutorial scene with UI tutorial images and a functional pause menu to improve onboarding. Navmesh and scene refinements improved pathfinding and scene presentation, complemented by build-optimization tweaks (camera and navmesh build settings). Fixed weapon attachment reliability by attaching to a child capsule collider instead of weapon-name lookups. Overall impact: stronger gameplay variety, more reliable testing, and a maintainable build pipeline.

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