
Alix Romeuf developed core gameplay and visual systems for the Logan-dlp/PFE-E-ARTSUP repository, focusing on a data-driven potion crafting pipeline and advanced real-time effects. Over three months, Alix delivered features such as ScriptableObject-driven item and recipe management, dynamic water and fire shaders, and integrated smoke and glow VFX, all within Unity. Using C#, HLSL, and Shader Graph, Alix established reusable asset and visual pipelines that improved designer productivity and visual fidelity. The work included robust asset integration, scene management, and bug fixes, resulting in a maintainable codebase and streamlined workflows for future gameplay and visual iteration.

Month: 2025-03 Repository: Logan-dlp/PFE-E-ARTSUP Overview: In March 2025, delivered core visuals and shader capabilities, progressed asset integration pipelines, and reinforced stability across the rendering and gameplay toolchain. This period focused on delivering high-value features with tangible business value while advancing the quality and maintainability of the codebase. Key features delivered: - Water mix groundwork completed and integrated into the rendering pipeline; plan established to rework visuals and start the fire shader. (Commit: aa40a9738bb9b72a7bd65905a44aa82c106c0ce8) - Fire shader creation and progression: started and advanced shader development, culminating in a finished fire state with subsequent smoke initiation. (Commits: b921e1baf05a186ccf174afcc6d50c6f24a76b60; df4378766828b2033e3d85a17c701e7539c7824f; 362b86212632c72391137b1fd76724ae503d7652; e81ed807acc0b63c7606057b2d6112b3f8d3af42) - Smoke effects implementation: started smoke and particle systems, smoke pot and displacement work, with updates to displacement and burnt pot visuals. (Commits: bf4572d92922c286bafba88c309a5587d967d991; 03931677ab30e8216272bf9d91e2ba5b64538949; 0b76f6100deada3764bb7c9fa14fb4ecd205a423; bbe6351611cda8191511966e7a734e287256157b) - Visual displacement shaders and color processing: development of displacement visuals, shader displacement, and color processing improvements. (Commits: e192bffce14a42a5413b63ec22c00896eb34b05a; a527790530ceda316d64dcc917c9195c205b83b4; 674cd048885350ecff40eb8b8957c20b36a5c0cc; 23b3c0660cc87f44118f474dbe8ec89a3ce323d8) - Scene objects integration and asset pipeline: integration of scene shop objects and progression toward lab scene/script integration; sprite completion and asset imports advanced. (Commits: aa54b15144ed62f1699c53e1d1254123387fbc5c; 864b3aacd7318a75a04c04bf7e2418a3aeb01548; 32936dafde712032f157e24777154a4d028455dd; eb2595491a03450bff12eb8d82ae79fc12c6e879; 232dcceb8fc167a77d08e4dcba659ed0a5337fc2; fb6c6e506dc98e687af03a5ba2d8b87f2227d087; 76d92fee4bfabdc08da4bd1da4e3b38cc9eb2418; 21a4e6e1ffeb70487840cfd82abccaea38e31367) - Smoked Pot, Smoked Craft system and Glow/Wisp visuals: complete smoked craft (bubble cauldron) and glow/wisp visuals, plus shader/documentation improvements. (Commits: b4b8beb5baaac9e6227bf214bcf55c60e2fe23dd; 3097f42ac75b92c4cd872aa2902c4eee60f60470; d920ddb032274f0132132da573340abf0f65518e; 0255222230b9ee4b63566a12e6e2a0ba5ed5c83c; 614e28ee317d5e57b2095b47b8d1aea9a4f58710; 260ccd4fa8f226d46999168b5bac2555508fbb60; 3aecdac986dbe00f00196b3de0f2088188fbcee6; 615eb5063fa62e3a1372b3d59841fe58c95f415a; 617b6131cc7fedadf6794bc693c57db86867dcb1; de20295b44a4f1b963ba6398debfbfa6b9eae6de) - Damage shader system, UI/interaction improvements, and PR readiness: development and finishing touches on the damage shader, UI tweaks, and readiness for new PR cycles. (Commits: c007f1df9f354d6c363521414be65d01a07b9582; ecfbfa85b2a90c4de8112238808ff13eb121a9da; 500b4c88465d835ba4c8136e437bb835e7a01cfb; 3a5b2ae90b4eebef719fe580022749c773f4eeb7; 37e5fb9d36ea3b14d8a12497cb8d5e0ea5868a1a; 3fd0dd1afb2940ca27c384cbf16013cff07002ea; 137487db80bb8dd5aebfaeba8fcb7c9572cf2dea) - File storage finish and asset naming/fix focus: completion of file storage component and targeted fixes across assets and naming. (Commits: 21a4e6e1ffeb70487840cfd82abccaea38e31367; 6232f593771061b644d06f0e1b28dd85911725ac) Major bugs fixed: - Parts list repair to fix broken/missing entries. (cf5ff5aaf6e4585fc8807d51e9b3cea25fc2aab5) - General PR bug fixes across the batch (damage hit, PR problems, collider/inventory fixes, etc.). (ffd708bd4a55d500cfd6124e6be8abcddb24351a; 4943a96e294fc0828199898a9a02592736e4ed3c; fa7dbc810468cc9f59fd47ad2f8bed51b4fefb27; 0b9ca5eacecd658b1bef49126e74fe0159a3bb9d; f5b00cec9212a065c3634d9d9d0279d5e257ae28; 23610205ec39186218aa78e19182ac70173535c5) - Change requests and return fixes, and asset/prefab naming corrections (changes requested, return fixes, and naming adjustments). (76cb58000b69e72d2803cb116272b17ad206478e; 7043b391ef18dfbb429b91328e44ee09c6f6b1a7; 6232f593771061b644d06f0e1b28dd85911725ac) Overall impact and accomplishments: - Significantly提升 visual fidelity and interactivity through shader-driven rendering, robust smoke/glow effects, and reliable asset integration, enabling faster iteration cycles and more compelling gameplay visuals. The pipeline enhancements reduce handoffs and setup time for new assets, improving team velocity. Completion of file storage, PR readiness, and documentation improvements increase maintainability and collaboration efficiency. Technologies/skills demonstrated: - Shader development and optimization (fire, displacement, damage, color processing) - Particle systems and visual effects pipelines (smoke, glow, wisps) - Unity scene/assets integration and pipeline automation - Script integration across lab/ingredient/potion workflows - UI/UX tweaks, debugging, and PR readiness practices
Month: 2025-03 Repository: Logan-dlp/PFE-E-ARTSUP Overview: In March 2025, delivered core visuals and shader capabilities, progressed asset integration pipelines, and reinforced stability across the rendering and gameplay toolchain. This period focused on delivering high-value features with tangible business value while advancing the quality and maintainability of the codebase. Key features delivered: - Water mix groundwork completed and integrated into the rendering pipeline; plan established to rework visuals and start the fire shader. (Commit: aa40a9738bb9b72a7bd65905a44aa82c106c0ce8) - Fire shader creation and progression: started and advanced shader development, culminating in a finished fire state with subsequent smoke initiation. (Commits: b921e1baf05a186ccf174afcc6d50c6f24a76b60; df4378766828b2033e3d85a17c701e7539c7824f; 362b86212632c72391137b1fd76724ae503d7652; e81ed807acc0b63c7606057b2d6112b3f8d3af42) - Smoke effects implementation: started smoke and particle systems, smoke pot and displacement work, with updates to displacement and burnt pot visuals. (Commits: bf4572d92922c286bafba88c309a5587d967d991; 03931677ab30e8216272bf9d91e2ba5b64538949; 0b76f6100deada3764bb7c9fa14fb4ecd205a423; bbe6351611cda8191511966e7a734e287256157b) - Visual displacement shaders and color processing: development of displacement visuals, shader displacement, and color processing improvements. (Commits: e192bffce14a42a5413b63ec22c00896eb34b05a; a527790530ceda316d64dcc917c9195c205b83b4; 674cd048885350ecff40eb8b8957c20b36a5c0cc; 23b3c0660cc87f44118f474dbe8ec89a3ce323d8) - Scene objects integration and asset pipeline: integration of scene shop objects and progression toward lab scene/script integration; sprite completion and asset imports advanced. (Commits: aa54b15144ed62f1699c53e1d1254123387fbc5c; 864b3aacd7318a75a04c04bf7e2418a3aeb01548; 32936dafde712032f157e24777154a4d028455dd; eb2595491a03450bff12eb8d82ae79fc12c6e879; 232dcceb8fc167a77d08e4dcba659ed0a5337fc2; fb6c6e506dc98e687af03a5ba2d8b87f2227d087; 76d92fee4bfabdc08da4bd1da4e3b38cc9eb2418; 21a4e6e1ffeb70487840cfd82abccaea38e31367) - Smoked Pot, Smoked Craft system and Glow/Wisp visuals: complete smoked craft (bubble cauldron) and glow/wisp visuals, plus shader/documentation improvements. (Commits: b4b8beb5baaac9e6227bf214bcf55c60e2fe23dd; 3097f42ac75b92c4cd872aa2902c4eee60f60470; d920ddb032274f0132132da573340abf0f65518e; 0255222230b9ee4b63566a12e6e2a0ba5ed5c83c; 614e28ee317d5e57b2095b47b8d1aea9a4f58710; 260ccd4fa8f226d46999168b5bac2555508fbb60; 3aecdac986dbe00f00196b3de0f2088188fbcee6; 615eb5063fa62e3a1372b3d59841fe58c95f415a; 617b6131cc7fedadf6794bc693c57db86867dcb1; de20295b44a4f1b963ba6398debfbfa6b9eae6de) - Damage shader system, UI/interaction improvements, and PR readiness: development and finishing touches on the damage shader, UI tweaks, and readiness for new PR cycles. (Commits: c007f1df9f354d6c363521414be65d01a07b9582; ecfbfa85b2a90c4de8112238808ff13eb121a9da; 500b4c88465d835ba4c8136e437bb835e7a01cfb; 3a5b2ae90b4eebef719fe580022749c773f4eeb7; 37e5fb9d36ea3b14d8a12497cb8d5e0ea5868a1a; 3fd0dd1afb2940ca27c384cbf16013cff07002ea; 137487db80bb8dd5aebfaeba8fcb7c9572cf2dea) - File storage finish and asset naming/fix focus: completion of file storage component and targeted fixes across assets and naming. (Commits: 21a4e6e1ffeb70487840cfd82abccaea38e31367; 6232f593771061b644d06f0e1b28dd85911725ac) Major bugs fixed: - Parts list repair to fix broken/missing entries. (cf5ff5aaf6e4585fc8807d51e9b3cea25fc2aab5) - General PR bug fixes across the batch (damage hit, PR problems, collider/inventory fixes, etc.). (ffd708bd4a55d500cfd6124e6be8abcddb24351a; 4943a96e294fc0828199898a9a02592736e4ed3c; fa7dbc810468cc9f59fd47ad2f8bed51b4fefb27; 0b9ca5eacecd658b1bef49126e74fe0159a3bb9d; f5b00cec9212a065c3634d9d9d0279d5e257ae28; 23610205ec39186218aa78e19182ac70173535c5) - Change requests and return fixes, and asset/prefab naming corrections (changes requested, return fixes, and naming adjustments). (76cb58000b69e72d2803cb116272b17ad206478e; 7043b391ef18dfbb429b91328e44ee09c6f6b1a7; 6232f593771061b644d06f0e1b28dd85911725ac) Overall impact and accomplishments: - Significantly提升 visual fidelity and interactivity through shader-driven rendering, robust smoke/glow effects, and reliable asset integration, enabling faster iteration cycles and more compelling gameplay visuals. The pipeline enhancements reduce handoffs and setup time for new assets, improving team velocity. Completion of file storage, PR readiness, and documentation improvements increase maintainability and collaboration efficiency. Technologies/skills demonstrated: - Shader development and optimization (fire, displacement, damage, color processing) - Particle systems and visual effects pipelines (smoke, glow, wisps) - Unity scene/assets integration and pipeline automation - Script integration across lab/ingredient/potion workflows - UI/UX tweaks, debugging, and PR readiness practices
February 2025 monthly summary for Logan-dlp/PFE-E-ARTSUP: Delivered a dynamic Mix Water shader and accompanying potion visuals for in-game potions and cauldron gameplay. Implemented shader graphs, materials, and scene integration to establish a reusable visual pipeline and enable high-fidelity potion rendering. Progressed water visuals with base water, bubbles, and mix water transitions, and identified an expressway to prototype boiling water for the cauldron (proto time). Resolved critical stability issues in the bubble/base water potion, enabling reliable mix potion rendering and smoother iteration. These efforts improve player immersion, support future gameplay features, and demonstrate proficiency in real-time graphics, shader development, and scene integration.
February 2025 monthly summary for Logan-dlp/PFE-E-ARTSUP: Delivered a dynamic Mix Water shader and accompanying potion visuals for in-game potions and cauldron gameplay. Implemented shader graphs, materials, and scene integration to establish a reusable visual pipeline and enable high-fidelity potion rendering. Progressed water visuals with base water, bubbles, and mix water transitions, and identified an expressway to prototype boiling water for the cauldron (proto time). Resolved critical stability issues in the bubble/base water potion, enabling reliable mix potion rendering and smoother iteration. These efforts improve player immersion, support future gameplay features, and demonstrate proficiency in real-time graphics, shader development, and scene integration.
Month: 2025-01 – Focused on delivering a data-driven potion crafting system and a comprehensive item asset pipeline for PFE-E-ARTSUP, enabling designers to add recipes and items with minimal code changes.
Month: 2025-01 – Focused on delivering a data-driven potion crafting system and a comprehensive item asset pipeline for PFE-E-ARTSUP, enabling designers to add recipes and items with minimal code changes.
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