
Akash Krishnan developed core gameplay systems and procedural level generation features for the proudnhello/CMPM171Project repository over five months. He engineered extensible combat abilities, enemy AI with physics-based movement, and robust drag-and-drop inventory interactions using C# and Unity. His work included procedural dungeon generation, pathfinding optimization, and dynamic room connectivity, improving both gameplay variety and system reliability. Akash refactored code for maintainability, introduced object pooling for performance, and enhanced UI polish with DOTween animations. By addressing edge-case failures and stabilizing core systems, he enabled smoother automated generation, reduced QA overhead, and delivered a more engaging, testable player experience.

Month: 2025-05 — Focused on strengthening procedural level generation robustness and pathfinding accuracy in CMPM171Project. Key outcomes delivered include targeted improvements to procedural generation: fixed block connections, refined pathfinding logic, introduced a new helper function to check block directions, and adjusted the maximum iteration count for processing disconnected groups to boost robustness and accuracy. Commit reference: 32ab4a6065829fba1f62f2ac137a5615918334ce (proc gen fix). Business value: more stable level generation, fewer edge-case failures, and improved player experience, enabling smoother automated generation tasks and reducing QA overhead. Technologies/skills demonstrated: algorithmic refinement for procedural generation, pathfinding optimization, code refactoring, and helper function design.
Month: 2025-05 — Focused on strengthening procedural level generation robustness and pathfinding accuracy in CMPM171Project. Key outcomes delivered include targeted improvements to procedural generation: fixed block connections, refined pathfinding logic, introduced a new helper function to check block directions, and adjusted the maximum iteration count for processing disconnected groups to boost robustness and accuracy. Commit reference: 32ab4a6065829fba1f62f2ac137a5615918334ce (proc gen fix). Business value: more stable level generation, fewer edge-case failures, and improved player experience, enabling smoother automated generation tasks and reducing QA overhead. Technologies/skills demonstrated: algorithmic refinement for procedural generation, pathfinding optimization, code refactoring, and helper function design.
April 2025 — CMPM171Project: Completed Procedural Dungeon Generation Enhancements and stabilization work. Implemented a RoomType enum, improved coordinate handling, pathfinding, room placement, door management, and boss-room placement to enable more varied and reliable dungeon layouts. Iterative refactors and targeted bug fixes (including addressing potential infinite loops) stabilized the generator. This work improves gameplay variety, production resilience, and maintainability, reducing risk in dungeon generation during playtests.
April 2025 — CMPM171Project: Completed Procedural Dungeon Generation Enhancements and stabilization work. Implemented a RoomType enum, improved coordinate handling, pathfinding, room placement, door management, and boss-room placement to enable more varied and reliable dungeon layouts. Iterative refactors and targeted bug fixes (including addressing potential infinite loops) stabilized the generator. This work improves gameplay variety, production resilience, and maintainability, reducing risk in dungeon generation during playtests.
2025-03 Monthly Summary for proudnhello/CMPM171Project: Focused on delivering core gameplay interactions, stabilizing UI, and improving system reliability to enable upcoming features and better player experience. Key work spanned draggable interactions, cooking UI/refinements, world drop systems, room/scene updates, and UI/architecture improvements. Efforts reduced friction for players, improved stability, and set a strong foundation for future iterations. Key features delivered: - Draggable items and world drop interactions: enabling drag from inventory/basket, world drops, re-interactable drops, and inventory synchronization on drop; ingredients are now droppable and removed from inventory on world drop. - Cooking UI and interactions: comprehensive Cooking UI overhaul, improved cooking flow, and cursor/UI behavior fixes for a smoother user experience. - World Drop System: introduced a new world drop method and stabilizing changes (est. ~3 hours of work); bug fixes to ensure world drops work reliably. - UI stability and initialization: UI subsystem stabilization with startup reliability improvements. - Environment/asset and scene improvements: miscellaneous room/environment updates and game scene refinements to support upcoming content and visuals. - Performance and maintainability: loading performance optimization and codebase organization refinements; merge conflict fixes and general bug resolution. Major bugs fixed: - World Drop System bug: world drops now reliably function. - Cooking UI bugs: early-exit contingencies and general UI bugs resolved; cursor and interaction behavior stabilized. - Null Interactable safety checks: guards to prevent crashes from missing interactables. - Merge conflicts and merges stability: multiple merge fixes to ensure clean integration. - Menu interaction and save issues: main menu button fixes and scene save stability improvements. - Miscellaneous bug fixes and tweaks: various small fixes to improve overall stability. Overall impact and accomplishments: - Substantially improved player experience with reliable draggable interactions and cooking flow, reducing friction in core gameplay loops. - Stabilized UI starting state and interactions, reducing crashes and enabling smoother feature rollouts. - Introduced new world drop methodology and performance-minded optimizations that pave the way for future content (boss rooms, turrets, collectibles). - Improved maintainability and collaboration flow through refactors and merge hygiene. Technologies/skills demonstrated: - Unity-like game development patterns (drag-and-drop, UI systems, world interactions), C#-style scripting, and event-driven design. - UI/UX polish (cursor behavior, UI initialization, main menu polish). - Performance optimization (loading times, object weight reduction) and asset management. - Code organization and refactoring, plus disciplined merge conflict resolution and bug-tracking discipline.
2025-03 Monthly Summary for proudnhello/CMPM171Project: Focused on delivering core gameplay interactions, stabilizing UI, and improving system reliability to enable upcoming features and better player experience. Key work spanned draggable interactions, cooking UI/refinements, world drop systems, room/scene updates, and UI/architecture improvements. Efforts reduced friction for players, improved stability, and set a strong foundation for future iterations. Key features delivered: - Draggable items and world drop interactions: enabling drag from inventory/basket, world drops, re-interactable drops, and inventory synchronization on drop; ingredients are now droppable and removed from inventory on world drop. - Cooking UI and interactions: comprehensive Cooking UI overhaul, improved cooking flow, and cursor/UI behavior fixes for a smoother user experience. - World Drop System: introduced a new world drop method and stabilizing changes (est. ~3 hours of work); bug fixes to ensure world drops work reliably. - UI stability and initialization: UI subsystem stabilization with startup reliability improvements. - Environment/asset and scene improvements: miscellaneous room/environment updates and game scene refinements to support upcoming content and visuals. - Performance and maintainability: loading performance optimization and codebase organization refinements; merge conflict fixes and general bug resolution. Major bugs fixed: - World Drop System bug: world drops now reliably function. - Cooking UI bugs: early-exit contingencies and general UI bugs resolved; cursor and interaction behavior stabilized. - Null Interactable safety checks: guards to prevent crashes from missing interactables. - Merge conflicts and merges stability: multiple merge fixes to ensure clean integration. - Menu interaction and save issues: main menu button fixes and scene save stability improvements. - Miscellaneous bug fixes and tweaks: various small fixes to improve overall stability. Overall impact and accomplishments: - Substantially improved player experience with reliable draggable interactions and cooking flow, reducing friction in core gameplay loops. - Stabilized UI starting state and interactions, reducing crashes and enabling smoother feature rollouts. - Introduced new world drop methodology and performance-minded optimizations that pave the way for future content (boss rooms, turrets, collectibles). - Improved maintainability and collaboration flow through refactors and merge hygiene. Technologies/skills demonstrated: - Unity-like game development patterns (drag-and-drop, UI systems, world interactions), C#-style scripting, and event-driven design. - UI/UX polish (cursor behavior, UI initialization, main menu polish). - Performance optimization (loading times, object weight reduction) and asset management. - Code organization and refactoring, plus disciplined merge conflict resolution and bug-tracking discipline.
February 2025 CMPM171Project: Delivered core gameplay scaffold, stabilized navigation and end-game logic, and polished UI to accelerate iteration and improve player experience. Key features delivered: 1) Scene initialization and level layout (Main Scene/Main Menu, initial level, vertical/large rooms, end block). 2) Navmesh and Procedural Generation Core (random seeds, room start/end connectivity, and fixes to navmesh integration). 3) Game End System with multiple end conditions and end-room assignment. 4) Doors Open/Close mechanics. 5) UI Scenes and Polish (winscreen and gameplay tweaks). Major bugs fixed: restart crash, pathfinding-not-found handling, and room connectivity/door logic refinements. Overall impact: reliable, configurable layouts with deterministic seeds, smoother navigation, engaging multiple endings, and a polished user flow. Technologies/skills demonstrated: Unity navmesh, procedural generation concepts, end-state scripting, connectors logic, UI/UX polish, and strong commit discipline.
February 2025 CMPM171Project: Delivered core gameplay scaffold, stabilized navigation and end-game logic, and polished UI to accelerate iteration and improve player experience. Key features delivered: 1) Scene initialization and level layout (Main Scene/Main Menu, initial level, vertical/large rooms, end block). 2) Navmesh and Procedural Generation Core (random seeds, room start/end connectivity, and fixes to navmesh integration). 3) Game End System with multiple end conditions and end-room assignment. 4) Doors Open/Close mechanics. 5) UI Scenes and Polish (winscreen and gameplay tweaks). Major bugs fixed: restart crash, pathfinding-not-found handling, and room connectivity/door logic refinements. Overall impact: reliable, configurable layouts with deterministic seeds, smoother navigation, engaging multiple endings, and a polished user flow. Technologies/skills demonstrated: Unity navmesh, procedural generation concepts, end-state scripting, connectors logic, UI/UX polish, and strong commit discipline.
January 2025 monthly summary for proudnhello/CMPM171Project: Delivered a cohesive, extensible gameplay toolkit and UX polish that improves both player experience and development velocity. Implemented an extensible Abilities system with a Projectile Ability, enabling rapid creation of new combat skills. Enhanced enemy behavior with physics-based movement, damage response, and knockback. Introduced projectile pooling to reduce allocations and improve performance. Refreshed main menu UI with DOTween-driven animations for a more responsive, visually polished user experience. Expanded player input controls with alternate keyboard mappings for movement, camera, and actions. Performed targeted code cleanup to reduce console noise and improve maintainability. Added Bomber enemy type with chase/explode behavior and a spawner test scene to validate spawning mechanics. These changes collectively increase gameplay depth, system testability, and runtime efficiency, delivering measurable business value through faster iteration, better performance, and a more engaging player experience.
January 2025 monthly summary for proudnhello/CMPM171Project: Delivered a cohesive, extensible gameplay toolkit and UX polish that improves both player experience and development velocity. Implemented an extensible Abilities system with a Projectile Ability, enabling rapid creation of new combat skills. Enhanced enemy behavior with physics-based movement, damage response, and knockback. Introduced projectile pooling to reduce allocations and improve performance. Refreshed main menu UI with DOTween-driven animations for a more responsive, visually polished user experience. Expanded player input controls with alternate keyboard mappings for movement, camera, and actions. Performed targeted code cleanup to reduce console noise and improve maintainability. Added Bomber enemy type with chase/explode behavior and a spawner test scene to validate spawning mechanics. These changes collectively increase gameplay depth, system testability, and runtime efficiency, delivering measurable business value through faster iteration, better performance, and a more engaging player experience.
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