
Ana Karina Garcia contributed to Kalos-Kalazos/TheBasilisk by developing and refining 3D environments, animation systems, and asset management workflows over a three-month period. She expanded level design through graybox scene construction and improved asset traceability by enhancing prefab metadata and import settings. Using Unity and C#, Ana implemented reusable animation rigs and controllers, enabling rapid iteration and broader validation of character assets. Her work included overhauling the Argonauta animation system with blended controllers and updating Basilisk behaviors, while also tuning scene placements for visual consistency. These efforts streamlined onboarding, reduced iteration time, and improved the overall quality of game development pipelines.

February 2025 monthly summary for Kalos-Kalazos/TheBasilisk highlighting delivered animation system enhancements, asset updates, and scene alignment improvements that collectively elevate visual fidelity and development velocity. Key outcomes include a revamped Argonauta animation system with a blended controller, new FBX assets, and Argonauta-specific animations; a Basilisk animation/controller update with a new getShotBack animation and refined transitions; and a Level 1 scene placement tuning to ensure consistent visuals across the level.
February 2025 monthly summary for Kalos-Kalazos/TheBasilisk highlighting delivered animation system enhancements, asset updates, and scene alignment improvements that collectively elevate visual fidelity and development velocity. Key outcomes include a revamped Argonauta animation system with a blended controller, new FBX assets, and Argonauta-specific animations; a Basilisk animation/controller update with a new getShotBack animation and refined transitions; and a Level 1 scene placement tuning to ensure consistent visuals across the level.
January 2025 monthly summary focused on delivering a robust Unity animation testing workflow and establishing a reusable rig/testing setup for Argonauta assets. Key outcomes include integrating animation assets, controllers, and scene setup, plus introducing a second rig for weight painting tests to expand validation coverage.
January 2025 monthly summary focused on delivering a robust Unity animation testing workflow and establishing a reusable rig/testing setup for Argonauta assets. Key outcomes include integrating animation assets, controllers, and scene setup, plus introducing a second rig for weight painting tests to expand validation coverage.
In December 2024, The Basilisk development focused on expanding level design capabilities and strengthening the asset management pipeline to enable faster iteration and richer gameplay environments. Delivered two major feature areas for Kalos-Kalazos/TheBasilisk: Graybox level design expansion for Level 3 and the accompanying Graybox 3 Def scene, and asset management enhancements including prefab metadata handling and a new texture asset. The work accelerates onboarding of designers and artists, reduces iteration time, and improves scene organization and asset traceability.
In December 2024, The Basilisk development focused on expanding level design capabilities and strengthening the asset management pipeline to enable faster iteration and richer gameplay environments. Delivered two major feature areas for Kalos-Kalazos/TheBasilisk: Graybox level design expansion for Level 3 and the accompanying Graybox 3 Def scene, and asset management enhancements including prefab metadata handling and a new texture asset. The work accelerates onboarding of designers and artists, reduces iteration time, and improves scene organization and asset traceability.
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