
Over a two-month period, contributed to the VGA-Team2024/TeamC repository by developing and refining nine gameplay features and resolving three bugs, with a focus on visual effects and player feedback. Leveraging Unity, C#, and particle systems, delivered new enemy and boss attack visuals, enhanced defeat and fairy effects, and improved the clarity of combat telegraphs. Refactored effect scripts and prefabs for maintainability, including the HoverEffect system, which introduced precise movement control and visual feedback adjustments. Addressed stability by fixing script duplication and effect regressions, ensuring robust asset management. The work emphasized maintainable, business-driven improvements to gameplay experience and visual polish.
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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