
During March 2025, C. Kelly enhanced the Smash-Keyboard-Studios/Studio2 project by implementing a visual outline shader for enemy prefabs, improving combat readability and player feedback in Unity. Using C# and Unity’s material and prefab systems, Kelly shipped shader effects across multiple enemy types, addressing visual distinction in fast-paced encounters. Additionally, Kelly tuned the Knight and Priest boss characters by adjusting visual size, collision radius, and shield opacity, and by refining behavior to clarify gameplay and lay groundwork for future optimizations. The work demonstrated depth in shader implementation, asset management, and level design, focusing on clarity and maintainability within the codebase.
March 2025 deliverable highlights for Smash-Keyboard-Studios/Studio2: Implemented a visual outline shader across enemy prefabs to improve combat distinction, and tuned Knight and Priest boss visuals and behavior to improve clarity and balance. These changes enhance player feedback, reduce confusion in fast-paced encounters, and lay groundwork for future performance optimizations. Traceable through commits across multiple enemy and boss updates.
March 2025 deliverable highlights for Smash-Keyboard-Studios/Studio2: Implemented a visual outline shader across enemy prefabs to improve combat distinction, and tuned Knight and Priest boss visuals and behavior to improve clarity and balance. These changes enhance player feedback, reduce confusion in fast-paced encounters, and lay groundwork for future performance optimizations. Traceable through commits across multiple enemy and boss updates.

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