
During February 2025, Alejandro Erustes developed core gameplay features for the Leyenda004/PMAP1 repository, focusing on camera control, enemy pacing, and visual consistency. He implemented a Cinemachine-based camera confiner that restricts camera movement within level boundaries, enhancing player navigation. Alejandro also designed and tuned a dynamic enemy spawner system in C#, introducing randomized spawn points and adjustable rates to improve game balance. He addressed a rendering bug by correcting enemy opacity calculations and refined projectile visuals for consistency. Updates to Level 1’s visual assets and sprite references further improved scene management and asset organization, demonstrating depth in Unity and scripting.

February 2025 for Leyenda004/PMAP1 delivered core gameplay improvements with clear business value: camera framing, scalable enemy pacing, and polished visuals, complemented by targeted bug fixes. These changes enhance player experience, balance, and rendering consistency while setting up smoother iteration for future levels.
February 2025 for Leyenda004/PMAP1 delivered core gameplay improvements with clear business value: camera framing, scalable enemy pacing, and polished visuals, complemented by targeted bug fixes. These changes enhance player experience, balance, and rendering consistency while setting up smoother iteration for future levels.
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