
Adrià Roger Juanola developed and refined core gameplay systems for Burned-Games/W40K-TLM and CITM-MOBILE-DEVICES-TERRASSA/Jumping-Jack, focusing on AI behavior, combat mechanics, and user interface improvements. He overhauled enemy AI using C# and Unity, implementing state machines, pathfinding, and animation synchronization to create more reliable and realistic enemy actions. His work included return-to-start logic for lost enemies, rotation smoothing, and enhanced detection via raycasting. On the UI side, he integrated TextMesh Pro assets and improved scene management, while also upgrading project documentation with UML diagrams and onboarding videos. The work demonstrated depth in debugging, maintainability, and gameplay flow.

Delivered Enemy AI: Return to Start on Lost Player for Burned-Games/W40K-TLM in June 2025. The AI now resets to the initial position and orientation when the player is not in sight, providing a predictable fallback that improves gameplay flow. Implemented rotation and raycast fixes to stabilize the return-to-start behavior (commit 6360c093f1edacc8a31f28c4236833f12301afff). This change reduces wandering, enhances pacing, and reflects solid AI state management and debugging skills.
Delivered Enemy AI: Return to Start on Lost Player for Burned-Games/W40K-TLM in June 2025. The AI now resets to the initial position and orientation when the player is not in sight, providing a predictable fallback that improves gameplay flow. Implemented rotation and raycast fixes to stabilize the return-to-start behavior (commit 6360c093f1edacc8a31f28c4236833f12301afff). This change reduces wandering, enhances pacing, and reflects solid AI state management and debugging skills.
May 2025 monthly summary for Burned-Games/W40K-TLM focused on delivering a robust Enemy AI and Combat System Overhaul along with developer-facing documentation improvements. Key features delivered include a comprehensive AI overhaul for both ranged and melee enemies, covering return behavior, pathfinding, rotation smoothing, state management, detection, and synchronization of combat animation timing. The work also included significant animation and state fixes driven by iterative commits, such as new enemy ranged animations and stabilization of return paths, rotation, and attack states (shoot/stab). Documentation improvements in README.md enhanced grammar, clarity, and onboarding. Major bugs fixed encompassed inconsistent AI returns (initial position, tank, range vs melee transitions), rotation jitters, and animation timing regressions, resulting in a more reliable combat experience. Overall impact includes higher combat realism, improved AI reliability, reduced post-release bug risk, and a maintainable codebase primed for future AI feature work. Technologies/skills demonstrated span AI state machines, pathfinding, animation timing and blending, rotation smoothing, robust debugging across commits, and documentation best practices.
May 2025 monthly summary for Burned-Games/W40K-TLM focused on delivering a robust Enemy AI and Combat System Overhaul along with developer-facing documentation improvements. Key features delivered include a comprehensive AI overhaul for both ranged and melee enemies, covering return behavior, pathfinding, rotation smoothing, state management, detection, and synchronization of combat animation timing. The work also included significant animation and state fixes driven by iterative commits, such as new enemy ranged animations and stabilization of return paths, rotation, and attack states (shoot/stab). Documentation improvements in README.md enhanced grammar, clarity, and onboarding. Major bugs fixed encompassed inconsistent AI returns (initial position, tank, range vs melee transitions), rotation jitters, and animation timing regressions, resulting in a more reliable combat experience. Overall impact includes higher combat realism, improved AI reliability, reduced post-release bug risk, and a maintainable codebase primed for future AI feature work. Technologies/skills demonstrated span AI state machines, pathfinding, animation timing and blending, rotation smoothing, robust debugging across commits, and documentation best practices.
April 2025 monthly summary: Delivered AI and combat system improvements for Burned-Games/W40K-TLM. Key features include: Projectile Spawn and Trajectory Polish across levels 1–3 to enhance visual fidelity and trajectory alignment; Ranged Enemy Combat Mechanics Improvements with corrected damage application and bleed effects, plus level-3 explosive-target switching; Enhanced Enemy Detection using raycasting plus proximity sensing to improve AI responsiveness. These changes deliver clearer, more consistent combat behavior, improved player experience, and stronger QA signals. Demonstrated technologies: Unity-based raycasting, per-level spawn tuning, and modular commit-driven development.
April 2025 monthly summary: Delivered AI and combat system improvements for Burned-Games/W40K-TLM. Key features include: Projectile Spawn and Trajectory Polish across levels 1–3 to enhance visual fidelity and trajectory alignment; Ranged Enemy Combat Mechanics Improvements with corrected damage application and bleed effects, plus level-3 explosive-target switching; Enhanced Enemy Detection using raycasting plus proximity sensing to improve AI responsiveness. These changes deliver clearer, more consistent combat behavior, improved player experience, and stronger QA signals. Demonstrated technologies: Unity-based raycasting, per-level spawn tuning, and modular commit-driven development.
November 2024 monthly summary for Jumping-Jack (CITM-MOBILE-DEVICES-TERRASSA). Focused on delivering user-facing UI improvements, documenting architecture, and refining lifecycle management to improve stability and maintainability. Key outcomes include the integration of new Meta game screens with UI assets, enhanced TextMesh Pro text rendering for in-game UI, and a documentation upgrade with UML diagrams and a project video. A minor lifecycle refactor in GameplayManager.cs was performed to address potential scene-persistence issues.
November 2024 monthly summary for Jumping-Jack (CITM-MOBILE-DEVICES-TERRASSA). Focused on delivering user-facing UI improvements, documenting architecture, and refining lifecycle management to improve stability and maintainability. Key outcomes include the integration of new Meta game screens with UI assets, enhanced TextMesh Pro text rendering for in-game UI, and a documentation upgrade with UML diagrams and a project video. A minor lifecycle refactor in GameplayManager.cs was performed to address potential scene-persistence issues.
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