
Worked on the vr4vet/Blue-Sector project, delivering gameplay improvements focused on user experience and system stability. Developed enhanced in-game dialogue and guidance for the Bleeding Station and HSE Room, introducing clearer instructions and branching logic to improve player navigation. Addressed collision stability by refining collision layers and wearable object behavior, preventing unintended player movement under objects. Improved fish grabbing and stretching mechanics to ensure accurate positioning, prevent overstretch, and pause updates when appropriate, enhancing multi-joint collision tracking. Utilized Unity, C#, and object-oriented programming principles, demonstrating thorough debugging and update-loop control to create smoother, more traceable gameplay interactions within the Unity environment.
November 2024 — vr4vet/Blue-Sector: Delivered three focused updates that enhance UX, stability, and interaction fidelity. Features include Enhanced In-Game Dialogue and Guidance for Bleeding Station and HSE Room, with clearer user-facing instructions and branching; a Collision stability fix to prevent the player from flying under objects and to adjust collision layers; and Fish grabbing and stretching mechanics improvements to prevent overstretch, ensure proper fish positioning, pause updates when not grabbed or when on SortingSquare, and improve multi-joint collision tracking. Impact: smoother gameplay, fewer physics edge-cases, and clearer traceability via commit history. Technologies demonstrated: Unity C# scripting, collision layer management, object tagging (SortingSquare), update-loop control, and thorough debugging.
November 2024 — vr4vet/Blue-Sector: Delivered three focused updates that enhance UX, stability, and interaction fidelity. Features include Enhanced In-Game Dialogue and Guidance for Bleeding Station and HSE Room, with clearer user-facing instructions and branching; a Collision stability fix to prevent the player from flying under objects and to adjust collision layers; and Fish grabbing and stretching mechanics improvements to prevent overstretch, ensure proper fish positioning, pause updates when not grabbed or when on SortingSquare, and improve multi-joint collision tracking. Impact: smoother gameplay, fewer physics edge-cases, and clearer traceability via commit history. Technologies demonstrated: Unity C# scripting, collision layer management, object tagging (SortingSquare), update-loop control, and thorough debugging.

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