
Amanda Leow contributed to the Stranded_Survivors and Survival_Kit repositories by architecting modular gameplay logic and modernizing audio systems. She refactored core systems to adopt a component-based approach, introducing a BehaviourComponent and Logic_System that improved maintainability and scalability. Leveraging C++ and FMOD, Amanda overhauled audio subsystems to support 3D sound, configurable playback, and robust pause/resume handling, addressing technical debt and runtime issues. She also integrated performance profiling tools and enhanced graphics rendering with new shader structures and meshes. Her work emphasized documentation, debugging, and system integration, resulting in more reliable builds and smoother development workflows across both projects.

October 2025 performance-focused sprint for Survival Kit. Delivered instrumentation and profiling capabilities to enable targeted performance optimization, and expanded rendering tools to support better visualization of GPU/CPU usage. Established a baseline for performance data and improved rendering assets and shader structure to support future optimizations.
October 2025 performance-focused sprint for Survival Kit. Delivered instrumentation and profiling capabilities to enable targeted performance optimization, and expanded rendering tools to support better visualization of GPU/CPU usage. Established a baseline for performance data and improved rendering assets and shader structure to support future optimizations.
Summary for 2025-09 for repository singhuisimon/Survival_Kit: Delivered core audio enhancements and UI stability upgrades, aligning with cross-platform requirements and improved runtime behavior. Key outcomes include FMOD integration for Windows and a major overhaul of the audio subsystem, plus a targeted UI layout refinement and a critical playback/pause bug fix. These efforts collectively reduce runtime issues, enable reliable audio experiences in Windows builds, and improve scene loading/serialization support for audio components, contributing to a smoother developer and end-user experience.
Summary for 2025-09 for repository singhuisimon/Survival_Kit: Delivered core audio enhancements and UI stability upgrades, aligning with cross-platform requirements and improved runtime behavior. Key outcomes include FMOD integration for Windows and a major overhaul of the audio subsystem, plus a targeted UI layout refinement and a critical playback/pause bug fix. These efforts collectively reduce runtime issues, enable reliable audio experiences in Windows builds, and improve scene loading/serialization support for audio components, contributing to a smoother developer and end-user experience.
November 2024 — Stranded_Survivors (singhuisimon/Stranded_Survivors) performance review: Key features delivered and refactors: - Entity Behavior System and Core System Refactor: Introduced BehaviourComponent and Logic_System, replacing the previous LogicManager; refactored core systems; simplified audio system initialization by removing studio_system. Certain legacy features (entity cloning, game saving, GUI interactions) were temporarily commented out pending integration with the new architecture and will be reevaluated in context of the updated design. Commits: 03569233e797ca7055dfe57d15e158ddfff73be7; 048719ecbe22f478c07ef076b89d1cfc882d274a. - Audio System Modernization and Movement Sounds: Removed FMOD Studio System in favor of FMOD Core System; added default values to SoundConfig; made audio getters const; introduced player movement sounds; enhanced pause/resume controls and related audio management. Commits: 05aa1e97a84ed569f5b050bb836aa99d22e84f6b; 7628732d1c8aa0495f449f272863cdc4550b56b9; b2b34774a60ad6a8d48bdab9a797be469242dd4f. - Documentation and Minor Robustness Improvements: Improved documentation for sound/configuration and 3D utilities; improved font path resolution robustness; tidied debug output and resource loading notes. Commits: 3cc60d97c28999c60ce34c33be1be33918c0a573; d3617b3237db2b22ca92ea1a8ada9eeae872bab7; 29a4d4bc0286dff86281db8a17eebd907b1b77bb. Major bugs fixed / stability improvements: - Addressed warnings surfaced in the audio subsystem and validated pause/resume flow across the engine; added clarifying comments and safeguards to the new architecture; improved font resolution handling to reduce resource-loading issues. Representative commits include: 05aa1e97a84ed569f5b050bb836aa99d22e84f6b (warning fixes) and b2b34774a60ad6a8d48bdab9a797be469242dd4f (pause functionality). Overall impact and accomplishments: - Architectural groundwork laid for modular gameplay logic, enabling faster iteration and easier maintenance. The move to a BehaviourComponent/Logic_System setup aligns with scalable ECS-like patterns and reduces coupling across core systems. - Audio subsystem now core-based with improved configurability, realism, and reliable pause/resume behavior, supporting better user experience and smoother gameplay. - Documentation and robustness improvements reduce onboarding time and risk of resource-loading errors, supporting long-term stability. - Some integration-heavy features were deferred to align with the new architecture; reevaluation planned once the refactor stabilizes. Technologies/skills demonstrated: - Component-based architecture design and refactoring in a live project - FMOD Core integration and audio subsystem modernization - Concurrency-safe, const-correct API improvements and performance considerations - Documentation, debugging, and robustness enhancements Business value: - Reduced technical debt and improved maintainability, enabling faster feature delivery cycles. - More reliable and immersive audio experience with configurable, stable sound controls. - Clearer documentation and resource handling reducing risk during future feature integration.
November 2024 — Stranded_Survivors (singhuisimon/Stranded_Survivors) performance review: Key features delivered and refactors: - Entity Behavior System and Core System Refactor: Introduced BehaviourComponent and Logic_System, replacing the previous LogicManager; refactored core systems; simplified audio system initialization by removing studio_system. Certain legacy features (entity cloning, game saving, GUI interactions) were temporarily commented out pending integration with the new architecture and will be reevaluated in context of the updated design. Commits: 03569233e797ca7055dfe57d15e158ddfff73be7; 048719ecbe22f478c07ef076b89d1cfc882d274a. - Audio System Modernization and Movement Sounds: Removed FMOD Studio System in favor of FMOD Core System; added default values to SoundConfig; made audio getters const; introduced player movement sounds; enhanced pause/resume controls and related audio management. Commits: 05aa1e97a84ed569f5b050bb836aa99d22e84f6b; 7628732d1c8aa0495f449f272863cdc4550b56b9; b2b34774a60ad6a8d48bdab9a797be469242dd4f. - Documentation and Minor Robustness Improvements: Improved documentation for sound/configuration and 3D utilities; improved font path resolution robustness; tidied debug output and resource loading notes. Commits: 3cc60d97c28999c60ce34c33be1be33918c0a573; d3617b3237db2b22ca92ea1a8ada9eeae872bab7; 29a4d4bc0286dff86281db8a17eebd907b1b77bb. Major bugs fixed / stability improvements: - Addressed warnings surfaced in the audio subsystem and validated pause/resume flow across the engine; added clarifying comments and safeguards to the new architecture; improved font resolution handling to reduce resource-loading issues. Representative commits include: 05aa1e97a84ed569f5b050bb836aa99d22e84f6b (warning fixes) and b2b34774a60ad6a8d48bdab9a797be469242dd4f (pause functionality). Overall impact and accomplishments: - Architectural groundwork laid for modular gameplay logic, enabling faster iteration and easier maintenance. The move to a BehaviourComponent/Logic_System setup aligns with scalable ECS-like patterns and reduces coupling across core systems. - Audio subsystem now core-based with improved configurability, realism, and reliable pause/resume behavior, supporting better user experience and smoother gameplay. - Documentation and robustness improvements reduce onboarding time and risk of resource-loading errors, supporting long-term stability. - Some integration-heavy features were deferred to align with the new architecture; reevaluation planned once the refactor stabilizes. Technologies/skills demonstrated: - Component-based architecture design and refactoring in a live project - FMOD Core integration and audio subsystem modernization - Concurrency-safe, const-correct API improvements and performance considerations - Documentation, debugging, and robustness enhancements Business value: - Reduced technical debt and improved maintainability, enabling faster feature delivery cycles. - More reliable and immersive audio experience with configurable, stable sound controls. - Clearer documentation and resource handling reducing risk during future feature integration.
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