
Andreas Boehm contributed to the YandoroLIVE/CrimsonCurse repository by overhauling 2D character animation systems and asset pipelines to improve visual fidelity and development efficiency. He delivered new and updated sprite sheets, animation controllers, and testing frameworks using Unity and C#, focusing on player and enemy movement, combat, and state transitions. His work included integrating Spriter2UnityDX, refining animation timing, and centralizing asset management to streamline future updates. By addressing both feature development and bug fixes, Andreas established a maintainable workflow that supports rapid iteration, enhances gameplay clarity, and enables scalable asset integration for ongoing and future game development needs.

February 2025 monthly summary for YandoroLIVE/CrimsonCurse: Delivered a comprehensive animation and asset overhaul across core player and supporting characters, focusing on movement fidelity, timing accuracy, and visual polish. Key outcomes include a full player base animation overhaul, timing fixes for idle/run states, and expanded animation sets for Schubser, Guardian/FoxGuardian, and Boss Cursed assets. This work enhances gameplay feel, enables richer combat interactions, and strengthens the asset pipeline for faster iteration.
February 2025 monthly summary for YandoroLIVE/CrimsonCurse: Delivered a comprehensive animation and asset overhaul across core player and supporting characters, focusing on movement fidelity, timing accuracy, and visual polish. Key outcomes include a full player base animation overhaul, timing fixes for idle/run states, and expanded animation sets for Schubser, Guardian/FoxGuardian, and Boss Cursed assets. This work enhances gameplay feel, enables richer combat interactions, and strengthens the asset pipeline for faster iteration.
January 2025 (YandoroLIVE/CrimsonCurse) — Focused on polishing player animations and stabilizing core movement visuals. Delivered a cohesive set of main-character idle/run assets, expanded FlummiFluff animation suite, fixed a critical jump-height bug, and introduced a new Cursed FlummiFluff character with updated timelines. These changes enhance gameplay feel, reduce visual inconsistencies, and establish a scalable animation pipeline for future features.
January 2025 (YandoroLIVE/CrimsonCurse) — Focused on polishing player animations and stabilizing core movement visuals. Delivered a cohesive set of main-character idle/run assets, expanded FlummiFluff animation suite, fixed a critical jump-height bug, and introduced a new Cursed FlummiFluff character with updated timelines. These changes enhance gameplay feel, reduce visual inconsistencies, and establish a scalable animation pipeline for future features.
December 2024 monthly summary for YandoroLIVE/CrimsonCurse. Focused on delivering a major animation overhaul and enabling rapid iteration with a dedicated animation testing framework. Highlights include a full character animation overhaul (FlummiFluff and Schleicher) with new assets, forms, and organized asset structure, plus a new Animation Test Scene to validate animation states across characters. No major bugs documented in this period; the work emphasizes visual fidelity, asset pipeline stabilization, and improved development velocity.
December 2024 monthly summary for YandoroLIVE/CrimsonCurse. Focused on delivering a major animation overhaul and enabling rapid iteration with a dedicated animation testing framework. Highlights include a full character animation overhaul (FlummiFluff and Schleicher) with new assets, forms, and organized asset structure, plus a new Animation Test Scene to validate animation states across characters. No major bugs documented in this period; the work emphasizes visual fidelity, asset pipeline stabilization, and improved development velocity.
Month: 2024-11 — CrimsonCurse (YandoroLIVE) Overview: Delivered major asset and animation improvements to elevate visual fidelity, combat clarity, and performance; upgraded asset pipeline for maintainability; completed core player and combat visuals enhancements enabling faster iteration and a stronger player experience. Impact: Enhanced player visuals and responsiveness directly support player engagement and gameplay clarity in combat scenes. Upgraded tooling and project organization reduce maintenance costs and facilitate faster integration of future assets and features. Technologies/approaches demonstrated: Spriter2UnityDX integration, Unity animation rigging and optimization, asset pipeline modernization, visual FX iteration, and data-driven animation references.
Month: 2024-11 — CrimsonCurse (YandoroLIVE) Overview: Delivered major asset and animation improvements to elevate visual fidelity, combat clarity, and performance; upgraded asset pipeline for maintainability; completed core player and combat visuals enhancements enabling faster iteration and a stronger player experience. Impact: Enhanced player visuals and responsiveness directly support player engagement and gameplay clarity in combat scenes. Upgraded tooling and project organization reduce maintenance costs and facilitate faster integration of future assets and features. Technologies/approaches demonstrated: Spriter2UnityDX integration, Unity animation rigging and optimization, asset pipeline modernization, visual FX iteration, and data-driven animation references.
Overview of all repositories you've contributed to across your timeline