
Olle Trulsson developed and refined core gameplay systems for the lilyecho/spelprojekt-2-grupp-1 repository over two months, delivering four production-ready Unity scenes with integrated assets, character mechanics, and environment features. He implemented new player interactions, such as Astrid’s jump and stone-exchange, and built robust checkpoint and game management systems to stabilize gameplay flow. His work included 3D modeling, animation, and AI behavior, with a focus on scene orchestration, asset management, and camera tuning using C# and Unity. By establishing scalable file structures and testing scaffolds, Olle ensured maintainability and quality, addressing both feature delivery and ongoing stability through iterative development.

March 2025 monthly summary for lilyecho/spelprojekt-2-grupp-1: End-to-end Scene 4 development completed and polished, delivering a production-ready main level with segments 1–6, walls, collisions, checkpoints, and supporting assets. Level 4 changes introduced, shrink parameters and camera tuning to improve performance and scalability. Visuals and lighting pipeline enhanced with baked lighting, fireflies, and asset refinements. Implemented robust checkpoint system and integrated a Game Manager to stabilize gameplay flow. Testing scaffolding and file structure improvements established to support quality gates. Resolved critical bugs and aligned versioning (v1.2) to ensure stability.
March 2025 monthly summary for lilyecho/spelprojekt-2-grupp-1: End-to-end Scene 4 development completed and polished, delivering a production-ready main level with segments 1–6, walls, collisions, checkpoints, and supporting assets. Level 4 changes introduced, shrink parameters and camera tuning to improve performance and scalability. Visuals and lighting pipeline enhanced with baked lighting, fireflies, and asset refinements. Implemented robust checkpoint system and integrated a Game Manager to stabilize gameplay flow. Testing scaffolding and file structure improvements established to support quality gates. Resolved critical bugs and aligned versioning (v1.2) to ensure stability.
February 2025 monthly summary for lilyecho/spelprojekt-2-grupp-1. Delivered a robust, playable core by finalizing Scenes 1-3 with assets and scene finalization, enabling a solid base for gameplay iterations. Implemented a new character, Astrid, including jump mechanics and stone-exchange interactions, expanding puzzle/combat dynamics across multiple scenes. Advanced Scene 2 with concepts, segments 2-3, pills, and extensive finetuning, plus stability and UX improvements. Expanded environment fidelity with tree colliders and tree assets, and introduced Mushroom/environment features to support richer world design. Integrated core Fungus gameplay—timings, dialogues, assets—across main scenes, and progressed Level batch 4 content (Scene 3, Segment 3, Bafoonery). Built testing scaffolds for Oliver scene, Scene 2 UI fixes, and general scene stability. Reorganized world structure and assets to improve maintainability and future work. Key business value: accelerates feature delivery, improves player experience, and establishes a scalable foundation for ongoing content and testing. Technologies/skills demonstrated: scene orchestration, asset management, character mechanics (Astrid), puzzle/interaction design, collision/physics tuning, camera and movement refinements, testing scaffolds, and asset organization.
February 2025 monthly summary for lilyecho/spelprojekt-2-grupp-1. Delivered a robust, playable core by finalizing Scenes 1-3 with assets and scene finalization, enabling a solid base for gameplay iterations. Implemented a new character, Astrid, including jump mechanics and stone-exchange interactions, expanding puzzle/combat dynamics across multiple scenes. Advanced Scene 2 with concepts, segments 2-3, pills, and extensive finetuning, plus stability and UX improvements. Expanded environment fidelity with tree colliders and tree assets, and introduced Mushroom/environment features to support richer world design. Integrated core Fungus gameplay—timings, dialogues, assets—across main scenes, and progressed Level batch 4 content (Scene 3, Segment 3, Bafoonery). Built testing scaffolds for Oliver scene, Scene 2 UI fixes, and general scene stability. Reorganized world structure and assets to improve maintainability and future work. Key business value: accelerates feature delivery, improves player experience, and establishes a scalable foundation for ongoing content and testing. Technologies/skills demonstrated: scene orchestration, asset management, character mechanics (Astrid), puzzle/interaction design, collision/physics tuning, camera and movement refinements, testing scaffolds, and asset organization.
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