
Worked on the N-Call/FPS-Prototype repository, delivering core gameplay systems including targeting, jump and movement mechanics, and a modular buff/debuff framework to enhance combat dynamics. Applied C# and Unity to overhaul shield and target systems, improve UI feedback, and refactor code for clarity and maintainability. Focused on scene, prefab, and asset management to streamline iteration and reduce technical debt. Addressed five bugs, including FOV and targeting errors, through rigorous QA and hotfix cycles, resulting in a more stable demo build. Emphasized modular, readable code and robust prototyping loops, supporting faster gameplay validation and smoother onboarding for future contributors.
May 2025 Monthly Summary for N-Call/FPS-Prototype: This month focused on delivering core gameplay systems, hardening the build through QA, and tightening the UI/scene scaffolding to enable faster iterations and clearer player feedback. All work aligns with the project goal of a robust prototyping loop with modular, readable code and stronger gameplay loops. Key achievements (top 5): - Targeting and Jump/Movement System delivered: implemented core targeting logic, jump targets, and movement interactions (speed boost, ammo/target switching). This culminated in functional Jump and Speed features and alignment of time-targeting to ammo targets. Significant commit activity across builds (e.g., initial work to full functionality). - Shield/Target System Overhaul: reworked shield mechanics, target handling, and UI feedback; shield effect added and targets fully functional across updated scripts. - Buff/Debuff System: introduced functional buff/debuff mechanics across units, enabling richer combat dynamics and strategic gameplay. - Scene/UI/Prefab/Code Quality Improvements: updates to SampleScene.unity, prefabs, and UI assets; refactors for clarity (rename elements) and consistency to streamline iteration and reduce future tech debt. - QA, Bug Hunting, and Build Stabilization: extensive QA passes, fixes for target-related errors, Level 1 build stability improvements, and FOV bug resolution to ensure a reliable demo build. Overall impact and business value: - Accelerated gameplay iteration with a more reliable prototype loop, enabling faster validation of targeting, combat, and UI flows. - Improved player feedback through clearer UI and shield/target visuals, reducing ambiguity and optimizing test feedback. - Stronger engineering practices (refactoring, naming consistency, prefab discipline) that reduce onboarding time for new contributors and lower maintenance costs. - Enhanced stability in early builds through QA emphasis and hotfix cycles, supporting a smoother release cadence for demos and stakeholder reviews. Technologies/skills demonstrated: - Unity-based gameplay systems (targeting, movement, shield/target, buffs/debuffs) implemented in C#. - UI/UX design and feedback loops through improved visuals and scene prefabs. - Code refactoring and naming conventions for clarity and maintainability. - Rigorous QA, bug hunting, and hotfix management to stabilize build and deliverables.
May 2025 Monthly Summary for N-Call/FPS-Prototype: This month focused on delivering core gameplay systems, hardening the build through QA, and tightening the UI/scene scaffolding to enable faster iterations and clearer player feedback. All work aligns with the project goal of a robust prototyping loop with modular, readable code and stronger gameplay loops. Key achievements (top 5): - Targeting and Jump/Movement System delivered: implemented core targeting logic, jump targets, and movement interactions (speed boost, ammo/target switching). This culminated in functional Jump and Speed features and alignment of time-targeting to ammo targets. Significant commit activity across builds (e.g., initial work to full functionality). - Shield/Target System Overhaul: reworked shield mechanics, target handling, and UI feedback; shield effect added and targets fully functional across updated scripts. - Buff/Debuff System: introduced functional buff/debuff mechanics across units, enabling richer combat dynamics and strategic gameplay. - Scene/UI/Prefab/Code Quality Improvements: updates to SampleScene.unity, prefabs, and UI assets; refactors for clarity (rename elements) and consistency to streamline iteration and reduce future tech debt. - QA, Bug Hunting, and Build Stabilization: extensive QA passes, fixes for target-related errors, Level 1 build stability improvements, and FOV bug resolution to ensure a reliable demo build. Overall impact and business value: - Accelerated gameplay iteration with a more reliable prototype loop, enabling faster validation of targeting, combat, and UI flows. - Improved player feedback through clearer UI and shield/target visuals, reducing ambiguity and optimizing test feedback. - Stronger engineering practices (refactoring, naming consistency, prefab discipline) that reduce onboarding time for new contributors and lower maintenance costs. - Enhanced stability in early builds through QA emphasis and hotfix cycles, supporting a smoother release cadence for demos and stakeholder reviews. Technologies/skills demonstrated: - Unity-based gameplay systems (targeting, movement, shield/target, buffs/debuffs) implemented in C#. - UI/UX design and feedback loops through improved visuals and scene prefabs. - Code refactoring and naming conventions for clarity and maintainability. - Rigorous QA, bug hunting, and hotfix management to stabilize build and deliverables.

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