
Contributed to the SeungJu0406/ThrowAnithing_1team repository by building and refining a robust AI-driven combat system, focusing on scalable prefab architecture and maintainable code. Over two months, delivered 76 features and 20 bug fixes, including a comprehensive overhaul of enemy and boss behaviors, animation pipelines, and UI feedback such as damage displays and boss health bars. Leveraged Unity and C# to implement advanced AI behavior trees, modular prefabs, and responsive animation controllers. Enhanced gameplay depth with loot systems, shield mechanics, and multi-phase boss encounters, while maintaining code quality through systematic refactoring, documentation, and bug resolution to support rapid iteration and future expansion.
January 2025 delivered a major refactor and feature set that strengthens AI architecture, enhances combat fidelity, and improves maintainability for scalable content. Highlights include Zombie prefab and Boss BT refactor, 3-phase Jump Attack with corresponding animations, hit-stun cooldown and long-range chase on hit, health recovery with shield mechanics, and HP-round variation with heal effects. UI and audio were expanded with Boss Health Bar and expanded boss sound system, while comprehensive code cleanup and bug fixes (character pushing zombies, zombie death collider, defender shield behavior, and missing item drops) improved stability and playability. This work demonstrates strong Unity/C# proficiency, a prefab-driven architecture, and capabilities across AI, animation, UI, sound, and system tuning.
January 2025 delivered a major refactor and feature set that strengthens AI architecture, enhances combat fidelity, and improves maintainability for scalable content. Highlights include Zombie prefab and Boss BT refactor, 3-phase Jump Attack with corresponding animations, hit-stun cooldown and long-range chase on hit, health recovery with shield mechanics, and HP-round variation with heal effects. UI and audio were expanded with Boss Health Bar and expanded boss sound system, while comprehensive code cleanup and bug fixes (character pushing zombies, zombie death collider, defender shield behavior, and missing item drops) improved stability and playability. This work demonstrates strong Unity/C# proficiency, a prefab-driven architecture, and capabilities across AI, animation, UI, sound, and system tuning.
Month: 2024-12 – Performance review-ready summary for SeungJu0406/ThrowAnithing_1team. Focused on delivering a robust baseline, improved combat feel, expanded content, and maintainable architecture to enable rapid iteration and business value. Key achievements: Baseline initialization and prefab scaffolding; Monster script refactor; Comprehensive combat system overhaul including UI damage display; Loot drop system with death logging; Expanded zombie/monster/boss ecosystem with new prefabs and animation events.
Month: 2024-12 – Performance review-ready summary for SeungJu0406/ThrowAnithing_1team. Focused on delivering a robust baseline, improved combat feel, expanded content, and maintainable architecture to enable rapid iteration and business value. Key achievements: Baseline initialization and prefab scaffolding; Monster script refactor; Comprehensive combat system overhaul including UI damage display; Loot drop system with death logging; Expanded zombie/monster/boss ecosystem with new prefabs and animation events.

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