
Tuyoshi Tejima developed and refined gameplay visual effects and asset systems for the VGA-Team2024/TeamC repository over a two-month period. He focused on enhancing player feedback and combat clarity by building new enemy and boss attack effects, such as bear claws and dragon breath, and by polishing defeat and fairy spawn visuals. Using Unity, C#, and particle systems, he transitioned effects from particle-based to object-based implementations for maintainability and richer feedback. Tejima also addressed stability by fixing script duplication and refining effect scripts. His work included refactoring the HoverEffect system, improving visual responsiveness and control through prefab and script updates.
January 2025 (Month: 2025-01) - VGA-Team2024/TeamC: Hover Effect Visual Refinement delivered. Refactored the HoverEffect prefab and script to tighten visual feedback: adjusted speed, color, and trail duration; introduced a new _ismove flag to control movement and destruction sequence, enhancing interaction with the player. All changes tracked in a single commit referenced below.
January 2025 (Month: 2025-01) - VGA-Team2024/TeamC: Hover Effect Visual Refinement delivered. Refactored the HoverEffect prefab and script to tighten visual feedback: adjusted speed, color, and trail duration; introduced a new _ismove flag to control movement and destruction sequence, enhancing interaction with the player. All changes tracked in a single commit referenced below.
Monthly performance summary for 2024-12 focused on delivering high-visibility gameplay polish, new enemy/ boss visual effects, and stability improvements for TeamC. The month emphasized business value through clearer combat telegraphs, richer player feedback, and maintainable effect systems.
Monthly performance summary for 2024-12 focused on delivering high-visibility gameplay polish, new enemy/ boss visual effects, and stability improvements for TeamC. The month emphasized business value through clearer combat telegraphs, richer player feedback, and maintainable effect systems.

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