
Andres Ruiz developed core gameplay systems and level content for the Cherry-Pick-Studio/PrismoNaut repository, focusing on feature delivery, asset management, and gameplay polish over five months. He implemented interactive mechanics such as triggers, hazards, and parry-enabled enemies, using Unity and C# to integrate animation, particle systems, and physics for responsive player experiences. Andres reorganized shaders, optimized asset pipelines, and refined level layouts to improve performance and maintainability. His work included debugging collision boundaries, tuning animation speeds, and enhancing build processes, resulting in stable, testable releases. The depth of his engineering ensured maintainable code and clear progression across evolving game features.

October 2025 — Cherry-Pick-Studio/PrismoNaut: Focused on Level 1 polish, collision stability, and initial drillable section groundwork. Delivered a comprehensive Level 1 refresh with improved gameplay mechanics (falling platforms, new triggers) and updated visual systems (particle effects, colliders), fixed collision reliability in SafePlace, and introduced ThornRoot hazard mechanics with assets integrated into Beta_Level_1 to enable the first drillable section. These efforts enhance onboarding, player experience, and set the stage for early QA cycles and future iterations.
October 2025 — Cherry-Pick-Studio/PrismoNaut: Focused on Level 1 polish, collision stability, and initial drillable section groundwork. Delivered a comprehensive Level 1 refresh with improved gameplay mechanics (falling platforms, new triggers) and updated visual systems (particle effects, colliders), fixed collision reliability in SafePlace, and introduced ThornRoot hazard mechanics with assets integrated into Beta_Level_1 to enable the first drillable section. These efforts enhance onboarding, player experience, and set the stage for early QA cycles and future iterations.
September 2025 — Cherry-Pick-Studio/PrismoNaut Key features delivered: - DirtBall visuals: introduced new particle effects, rock prefabs, and related spawning/physics optimizations to boost visuals and gameplay feel while preserving performance. - Beta_Level_1 redesign: updated layout and tilemaps, tightened object positioning, and tuned player movement and level pacing for a more polished user experience. - Beta_Boss_1 collision alignment: refined level layout, collider paths, and tilemap data to ensure proper collision and fluid boss encounters. - Lava hazard dynamics: improved hazard behavior and platform controls for more dynamic, predictable, and balanced hazards. Major bugs fixed: - Dirtballs performance: temporary fix to stabilize frame rate during particle bursts and spawning. - Dash and Slime optimizations: targeted improvements to responsiveness and stability during dynamic sequences. - Lava/platform timing fixes: adjustments to ensure predictable hazard timing and platform movement. - GameShowcase fixes: fixes applied to improve stability and presentation in the showcase scene. Overall impact and accomplishments: - Delivered a visually rich and tightly polished play experience across core levels, with improved pacing, reliable collisions, and stable performance. The work reduces iteration risk and supports a smoother QA and launch phase, enabling players to experience clearer progression and engagement across key levels and encounters. - Demonstrated end-to-end capability across visuals, level design, physics, and performance optimization, contributing to higher-quality releases and maintainable features. Technologies/skills demonstrated: - Unity and C# development, 2D/3D integration, particle systems, tilemaps, and prefab-based asset pipelines. - Performance optimization, collision engineering, level design polish, and gameplay balancing. - Debugging and iteration discipline, with emphasis on deliverable quality and reproducible improvements.
September 2025 — Cherry-Pick-Studio/PrismoNaut Key features delivered: - DirtBall visuals: introduced new particle effects, rock prefabs, and related spawning/physics optimizations to boost visuals and gameplay feel while preserving performance. - Beta_Level_1 redesign: updated layout and tilemaps, tightened object positioning, and tuned player movement and level pacing for a more polished user experience. - Beta_Boss_1 collision alignment: refined level layout, collider paths, and tilemap data to ensure proper collision and fluid boss encounters. - Lava hazard dynamics: improved hazard behavior and platform controls for more dynamic, predictable, and balanced hazards. Major bugs fixed: - Dirtballs performance: temporary fix to stabilize frame rate during particle bursts and spawning. - Dash and Slime optimizations: targeted improvements to responsiveness and stability during dynamic sequences. - Lava/platform timing fixes: adjustments to ensure predictable hazard timing and platform movement. - GameShowcase fixes: fixes applied to improve stability and presentation in the showcase scene. Overall impact and accomplishments: - Delivered a visually rich and tightly polished play experience across core levels, with improved pacing, reliable collisions, and stable performance. The work reduces iteration risk and supports a smoother QA and launch phase, enabling players to experience clearer progression and engagement across key levels and encounters. - Demonstrated end-to-end capability across visuals, level design, physics, and performance optimization, contributing to higher-quality releases and maintainable features. Technologies/skills demonstrated: - Unity and C# development, 2D/3D integration, particle systems, tilemaps, and prefab-based asset pipelines. - Performance optimization, collision engineering, level design polish, and gameplay balancing. - Debugging and iteration discipline, with emphasis on deliverable quality and reproducible improvements.
May 2025 monthly summary for Cherry-Pick-Studio/PrismoNaut. Focused on delivering core gameplay features, stabilizing level mechanics, and improving asset management to enable faster iteration and clearer ownership. Business value driven by consistent player experience, maintainable asset pipelines, and ready-to-test level content for QA.
May 2025 monthly summary for Cherry-Pick-Studio/PrismoNaut. Focused on delivering core gameplay features, stabilizing level mechanics, and improving asset management to enable faster iteration and clearer ownership. Business value driven by consistent player experience, maintainable asset pipelines, and ready-to-test level content for QA.
Month: 2025-01 Concise Monthly Summary: Overview: Delivered a robust set of gameplay features, shader and asset pipeline enhancements, and build-system improvements that enable faster iteration, better cross-platform support, and clearer level progression. Focused on a balanced combination of core level design, visual fidelity, and engineering reliability to accelerate future development while delivering tangible business value. Key features delivered: - Shaders Reorganization: Reorganized shader system and related assets to improve rendering consistency and reduce shader-related issues. Commit: 59ce5005d5e47f9a24f6b2935b8a653460330607 - Tileset Asset Creation: Created Tileset.png and integrated into asset pipeline, enabling consistent asset management and faster level iteration. Commit: c63d2b3a97960cc786bd96abae65461fd38d56ff - Level Implementation: Initial level construction and core layout, including Level 1 base and subsequent sections to establish gameplay framework. Commits: 673bb596b816121054ab6bb44be42557eb76a690; f5d0f0476f9cfc4778fb6b02273dc9a34d849fa1; 610e30a6d1ca54e1056a4e240b0c427717bed186 - Build Artifacts & Platform Support: Generated builds and implemented platform-specific features, enabling multi-platform delivery and faster testing cycles. Commits: aaf22a83515251c026fca86f17d0fd5ca1678c13; 47fa14f35fadcc146140278c630c3d77c507e3e9 - Visuals and Map Progress: Palette creation and first map portion, plus terrain and biomized level visuals to improve level aesthetics and readability. Commits: d625b1f04fbde42c42d405b52db9fad9ae447187; 806db35ca6dc019849a629b216a17c02e3fa620f; 0b01eda70d422570cc7fe0cb2099b3c02d9f3547 - Build & Asset Organization: Build process improvements and prefab updates to streamline asset management and CI efficiency. Commits: 03916aec418f98a6fdf678ab2cef5f0e9e5fbfa8; 74088f413ef0527bdd831ed2e0deaead8ff0dd28 - Core Systems Enhancements: Button Prop support, new camera system, and input actions enabling richer interactivity. Commits: 0e22e38de1f725579e85e83b1ce708844ed9c893; 8aa9312c672746f99ee39fa9908560dd17e08f53; 1c00619b8b4a13e442da9594b55a4576351e367c - Camera and Movement Stability: Final camera tweaks and movement improvements to deliver smoother gameplay. Commits: e7ac022f4b57daf4d8889b118204a0bed0f574eb; 062174ebb69d1c84be362e6982b2b46cbb9d7293 - Fixes, Stability, and Polish: Shader fixes, video/shader playback fixes, dialogue quick fixes, and final basic fixes to ensure a stable release baseline. Commits: deee87528669db7c088f4a965034ae6d7d6f0644; b617722130d784c3d791ce50afe96b0dcc570609; c10e0c581b7c110c571950dd8b9915badc8d06e9; d5c3d032f7e2b66c3449154a2cb78e40ee439c97 - Mechanics Additions: Door system implemented and falling platform animation to expand interactive gameplay. Commits: cfe9a63ca42a3bda969cca4c6cc4bc466730c93f; b09a73a9b04804c7537de2fe804d384c0233e72a - Level & Input Backbone: Level progression states (60% and 80% fixes) to improve user feedback and pacing, plus input actions system for flexible control mapping. Commits: 988c72fad88cd2b111e5d6095cbd08a931d17f85; d6bbd3b5f066a585c3560b12a191c3f136390674; 1c00619b8b4a13e442da9594b55a4576351e367c - Versioning and Build Notes: Build system version updates to v5 and v6 for clear release milestones. Commits: 908fa968d43355ad35b1e93a01e87067b5a7c4d8; 1d88b7472faae09c6c11485a886d533f64058bf5 - Cross-cutting Fixes: Final camera changes, shader and video fixes, and dialogue stability enhancements to ensure a smooth user experience. Commits: 062174ebb69d1c84be362e6982b2b46cbb9d7293; b617722130d784c3d791ce50afe96b0dcc570609; c10e0c581b7c110c571950dd8b9915badc8d06e9 Major bugs fixed: - Level progression display updates to 60% and 80% for accurate progress feedback. Commits: 988c72fad88cd2b111e5d6095cbd08a931d17f85; d6bbd3b5f066a585c3560b12a191c3f136390674 - Movement, animation, and breakable walls issues addressed to improve reliability and responsiveness. Commits: e6f45512c919e8ef45309d40cd85ac8443ac159d; ba3de0859cd6e0effd05d489529e63949984ee22; f71ad1d0c9905e665504422aeabc4931da1958fa - Shader/graphics rendering fixes and video playback stability enhancements. Commits: deee87528669db7c088f4a965034ae6d7d6f0644; b617722130d784c3d791ce50afe96b0dcc570609; b617722130d784c3d791ce50afe96b0dcc570609 - Build iterations stabilization and minor fixes across the batch. Commits: 3761ce1390cbf1f0e659b6aca8198dc8f5880531; d1293b63ad13ecf5994c3c8a13387c9da7e34e86 - Dialogue and UI stability improvements ensuring smoother user interactions. Commits: c10e0c581b7c110c571950dd8b9915badc8d06e9; Quick Fixes on Dialogue - Camera and input system tweaks to deliver reliable controls and viewing experience. Commits: 062174ebb69d1c84be362e6982b2b46cbb9d7293; 1c00619b8b4a13e442da9594b55a4576351e367c Overall impact and business value: - Accelerated feature delivery across visuals, gameplay, and platform support, enabling earlier field testing and stakeholder demos. - Improved asset management and build reliability, reducing cycle times and release risk. - Enhanced player experience through refined controls, camera behavior, and interactive mechanics, improving retention potential. Technologies and skills demonstrated: - Unity-like game development patterns, shader graph/asset pipeline optimization, and sprite atlas management. - Cross-platform build processes, versioning discipline, and CI-friendly asset organization. - Gameplay engineering, camera systems, input mapping, and responsive animation integration.
Month: 2025-01 Concise Monthly Summary: Overview: Delivered a robust set of gameplay features, shader and asset pipeline enhancements, and build-system improvements that enable faster iteration, better cross-platform support, and clearer level progression. Focused on a balanced combination of core level design, visual fidelity, and engineering reliability to accelerate future development while delivering tangible business value. Key features delivered: - Shaders Reorganization: Reorganized shader system and related assets to improve rendering consistency and reduce shader-related issues. Commit: 59ce5005d5e47f9a24f6b2935b8a653460330607 - Tileset Asset Creation: Created Tileset.png and integrated into asset pipeline, enabling consistent asset management and faster level iteration. Commit: c63d2b3a97960cc786bd96abae65461fd38d56ff - Level Implementation: Initial level construction and core layout, including Level 1 base and subsequent sections to establish gameplay framework. Commits: 673bb596b816121054ab6bb44be42557eb76a690; f5d0f0476f9cfc4778fb6b02273dc9a34d849fa1; 610e30a6d1ca54e1056a4e240b0c427717bed186 - Build Artifacts & Platform Support: Generated builds and implemented platform-specific features, enabling multi-platform delivery and faster testing cycles. Commits: aaf22a83515251c026fca86f17d0fd5ca1678c13; 47fa14f35fadcc146140278c630c3d77c507e3e9 - Visuals and Map Progress: Palette creation and first map portion, plus terrain and biomized level visuals to improve level aesthetics and readability. Commits: d625b1f04fbde42c42d405b52db9fad9ae447187; 806db35ca6dc019849a629b216a17c02e3fa620f; 0b01eda70d422570cc7fe0cb2099b3c02d9f3547 - Build & Asset Organization: Build process improvements and prefab updates to streamline asset management and CI efficiency. Commits: 03916aec418f98a6fdf678ab2cef5f0e9e5fbfa8; 74088f413ef0527bdd831ed2e0deaead8ff0dd28 - Core Systems Enhancements: Button Prop support, new camera system, and input actions enabling richer interactivity. Commits: 0e22e38de1f725579e85e83b1ce708844ed9c893; 8aa9312c672746f99ee39fa9908560dd17e08f53; 1c00619b8b4a13e442da9594b55a4576351e367c - Camera and Movement Stability: Final camera tweaks and movement improvements to deliver smoother gameplay. Commits: e7ac022f4b57daf4d8889b118204a0bed0f574eb; 062174ebb69d1c84be362e6982b2b46cbb9d7293 - Fixes, Stability, and Polish: Shader fixes, video/shader playback fixes, dialogue quick fixes, and final basic fixes to ensure a stable release baseline. Commits: deee87528669db7c088f4a965034ae6d7d6f0644; b617722130d784c3d791ce50afe96b0dcc570609; c10e0c581b7c110c571950dd8b9915badc8d06e9; d5c3d032f7e2b66c3449154a2cb78e40ee439c97 - Mechanics Additions: Door system implemented and falling platform animation to expand interactive gameplay. Commits: cfe9a63ca42a3bda969cca4c6cc4bc466730c93f; b09a73a9b04804c7537de2fe804d384c0233e72a - Level & Input Backbone: Level progression states (60% and 80% fixes) to improve user feedback and pacing, plus input actions system for flexible control mapping. Commits: 988c72fad88cd2b111e5d6095cbd08a931d17f85; d6bbd3b5f066a585c3560b12a191c3f136390674; 1c00619b8b4a13e442da9594b55a4576351e367c - Versioning and Build Notes: Build system version updates to v5 and v6 for clear release milestones. Commits: 908fa968d43355ad35b1e93a01e87067b5a7c4d8; 1d88b7472faae09c6c11485a886d533f64058bf5 - Cross-cutting Fixes: Final camera changes, shader and video fixes, and dialogue stability enhancements to ensure a smooth user experience. Commits: 062174ebb69d1c84be362e6982b2b46cbb9d7293; b617722130d784c3d791ce50afe96b0dcc570609; c10e0c581b7c110c571950dd8b9915badc8d06e9 Major bugs fixed: - Level progression display updates to 60% and 80% for accurate progress feedback. Commits: 988c72fad88cd2b111e5d6095cbd08a931d17f85; d6bbd3b5f066a585c3560b12a191c3f136390674 - Movement, animation, and breakable walls issues addressed to improve reliability and responsiveness. Commits: e6f45512c919e8ef45309d40cd85ac8443ac159d; ba3de0859cd6e0effd05d489529e63949984ee22; f71ad1d0c9905e665504422aeabc4931da1958fa - Shader/graphics rendering fixes and video playback stability enhancements. Commits: deee87528669db7c088f4a965034ae6d7d6f0644; b617722130d784c3d791ce50afe96b0dcc570609; b617722130d784c3d791ce50afe96b0dcc570609 - Build iterations stabilization and minor fixes across the batch. Commits: 3761ce1390cbf1f0e659b6aca8198dc8f5880531; d1293b63ad13ecf5994c3c8a13387c9da7e34e86 - Dialogue and UI stability improvements ensuring smoother user interactions. Commits: c10e0c581b7c110c571950dd8b9915badc8d06e9; Quick Fixes on Dialogue - Camera and input system tweaks to deliver reliable controls and viewing experience. Commits: 062174ebb69d1c84be362e6982b2b46cbb9d7293; 1c00619b8b4a13e442da9594b55a4576351e367c Overall impact and business value: - Accelerated feature delivery across visuals, gameplay, and platform support, enabling earlier field testing and stakeholder demos. - Improved asset management and build reliability, reducing cycle times and release risk. - Enhanced player experience through refined controls, camera behavior, and interactive mechanics, improving retention potential. Technologies and skills demonstrated: - Unity-like game development patterns, shader graph/asset pipeline optimization, and sprite atlas management. - Cross-platform build processes, versioning discipline, and CI-friendly asset organization. - Gameplay engineering, camera systems, input mapping, and responsive animation integration.
Monthly summary for 2024-12 focused on Cherry-Pick-Studio/PrismoNaut. The main deliverable this month was a testing asset milestone that enhances QA and level design validation processes. The work emphasizes maintainable test data, clear versioning, and cross-team collaboration with the Art team.
Monthly summary for 2024-12 focused on Cherry-Pick-Studio/PrismoNaut. The main deliverable this month was a testing asset milestone that enhances QA and level design validation processes. The work emphasizes maintainable test data, clear versioning, and cross-team collaboration with the Art team.
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