
During three months, Sz worked across Unity and Unreal Engine projects, delivering 34 features and resolving 7 bugs with a focus on gameplay, environment, and UI systems. On the Project3_Team1 repository, Sz overhauled the Elysium environment, refined camera systems, and upgraded the rendering pipeline using C# and Shader Graph, improving both visual fidelity and player experience. In the SummerJam repository, Sz enhanced the shop and fishing systems, updated UI widgets, and stabilized audio and camera flows, leveraging Unreal Engine Blueprints and asset pipelines. The work demonstrated depth in 3D art integration, asset management, and scripting, resulting in robust, maintainable game features.

July 2025: Delivered a feature-rich upgrade to the SummerJam project with a strong emphasis on UX, assets, and gameplay polish. Key features delivered include Shop System Updates, Fishing UI/content/assets polish, Fishing System and assets updates, and DayCycle/Character updates, along with UI/widget and mini-game improvements. Major bugs fixed include background music playback issues and the camera fix in Matt's mini-game, plus a widget boolean handling fix. The work improved player engagement through a refreshed shop experience, richer fishing interactions, and stable audio, while enhancing core gameplay flow and UI consistency. Technologies demonstrated include Unreal Engine asset pipelines (UAsset), UI widgets, blueprint-driven gameplay tweaks, and asset updates across multiple subsystems, signaling strong cross-functional execution.
July 2025: Delivered a feature-rich upgrade to the SummerJam project with a strong emphasis on UX, assets, and gameplay polish. Key features delivered include Shop System Updates, Fishing UI/content/assets polish, Fishing System and assets updates, and DayCycle/Character updates, along with UI/widget and mini-game improvements. Major bugs fixed include background music playback issues and the camera fix in Matt's mini-game, plus a widget boolean handling fix. The work improved player engagement through a refreshed shop experience, richer fishing interactions, and stable audio, while enhancing core gameplay flow and UI consistency. Technologies demonstrated include Unreal Engine asset pipelines (UAsset), UI widgets, blueprint-driven gameplay tweaks, and asset updates across multiple subsystems, signaling strong cross-functional execution.
April 2025 performance summary for corinnedaigle3/Project3_Team1 focused on delivering a polished Elysium environment, stabilizing core level assets, and strengthening asset workflows. The month encompassed wide-scale Unity scene and level updates, core project refinements, and targeted fixes that improve player experience and maintainability.
April 2025 performance summary for corinnedaigle3/Project3_Team1 focused on delivering a polished Elysium environment, stabilizing core level assets, and strengthening asset workflows. The month encompassed wide-scale Unity scene and level updates, core project refinements, and targeted fixes that improve player experience and maintainability.
March 2025 delivered meaningful business value through visual and interaction improvements across two Unity repos, establishing a stronger foundation for upcoming features while tightening the asset pipeline and rendering stack. Key features and polish work were implemented with careful attention to performance and stability, supporting smoother player experiences and faster iteration cycles.
March 2025 delivered meaningful business value through visual and interaction improvements across two Unity repos, establishing a stronger foundation for upcoming features while tightening the asset pipeline and rendering stack. Key features and polish work were implemented with careful attention to performance and stability, supporting smoother player experiences and faster iteration cycles.
Overview of all repositories you've contributed to across your timeline