
Contributed to the Peaceland-Spring-2025 repository by delivering four features and a bug fix focused on enhancing player immersion and visual consistency. Work included refining the Museum Intro and Memory Scene for improved pacing and observation, and developing a unified Interactables Visuals and Animation System with standardized Animator components, flash effects, and hover cues. Prepared custom cursor assets and configured the groundwork for future cursor-driven UX. Added UI and interactable elements to the ShaderTest scene to support integration testing. Utilized Unity, C#, and version control to maintain project stability, streamline asset management, and enable faster iteration on UI and interactive systems.
July 2025 delivered several heavy-lift features and stabilizing fixes for Peaceland-Spring-2025, emphasizing player experience, visual consistency, and preparation for future cursor-based UX. Key features delivered include polishing the Museum Intro and Memory Scene to improve pacing and observation with a new memory-tree asset; establishing a consistent Interactables Visuals and Animation System with flash/shimmer feedback, standardized Animator components, shine animations, and hover cues; adding Custom Cursor Assets and groundwork to enable a future custom cursor system; and seeding UI/interactables in ShaderTest Scene to enable testing and UI integration. Maintenance work included reverting an unintended merge related to Fshop-intro-interactable and removing obsolete calendar assets, updating references to keep the project stable. These efforts improved player immersion, reduced visual inconsistencies, and set the stage for faster UX testing and future cursor-driven interactions.
July 2025 delivered several heavy-lift features and stabilizing fixes for Peaceland-Spring-2025, emphasizing player experience, visual consistency, and preparation for future cursor-based UX. Key features delivered include polishing the Museum Intro and Memory Scene to improve pacing and observation with a new memory-tree asset; establishing a consistent Interactables Visuals and Animation System with flash/shimmer feedback, standardized Animator components, shine animations, and hover cues; adding Custom Cursor Assets and groundwork to enable a future custom cursor system; and seeding UI/interactables in ShaderTest Scene to enable testing and UI integration. Maintenance work included reverting an unintended merge related to Fshop-intro-interactable and removing obsolete calendar assets, updating references to keep the project stable. These efforts improved player immersion, reduced visual inconsistencies, and set the stage for faster UX testing and future cursor-driven interactions.

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