
Andrea Aparicio López contributed to the UCM-FDI-DISIA/Carom repository by developing core gameplay systems, including a centralized input handler, rewards logic, and inventory management, all underpinned by a robust Entity Component System architecture. She applied C++ and CMake to modernize build pipelines, streamline asset integration, and enhance UI rendering with SVG support. Her work included refactoring state machines, improving resource management, and stabilizing scene transitions, which reduced crashes and improved maintainability. By integrating scalable data structures and refining event handling, Andrea delivered features that improved player engagement and developer velocity, demonstrating depth in both system design and cross-functional implementation.

May 2025 monthly summary for Carom: Delivered substantive business value through core feature enhancements, stability improvements, and UI/UX refinements. Key outcomes include upgraded character attributes and rewards logic, crash prevention, and a standardized, polished user interface across scenes, with robust inventory and rewards scrolling and enhanced right-click guidance. These changes improve player engagement, reduce churn due to crashes, and streamline UI workflows for the team.
May 2025 monthly summary for Carom: Delivered substantive business value through core feature enhancements, stability improvements, and UI/UX refinements. Key outcomes include upgraded character attributes and rewards logic, crash prevention, and a standardized, polished user interface across scenes, with robust inventory and rewards scrolling and enhanced right-click guidance. These changes improve player engagement, reduce churn due to crashes, and streamline UI workflows for the team.
April 2025 performance snapshot for UCM-FDI-DISIA/Carom focused on delivering value through rewards-driven engagement, scalable game architecture, and UI polish. Key progress includes a hardened rewards system with UI support and scene integration, groundwork for inventory management, UI text rendering improvements, and targeted stability fixes. These enhancements position the product for larger feature velocity and a more engaging player experience.
April 2025 performance snapshot for UCM-FDI-DISIA/Carom focused on delivering value through rewards-driven engagement, scalable game architecture, and UI polish. Key progress includes a hardened rewards system with UI support and scene integration, groundwork for inventory management, UI text rendering improvements, and targeted stability fixes. These enhancements position the product for larger feature velocity and a more engaging player experience.
March 2025 (2025-03) performance snapshot for UCM-FDI-DISIA/Carom: delivered end-to-end asset and resource management, foundational gameplay systems, and rendering enhancements, while stabilizing core loops and expanding build tooling. The work drove tangible business value by improving asset pipelines for UI and localization, accelerating feature readiness for future gameplay (ball mechanics, boss encounters, and bullet visuals), and stabilizing inputs, state transitions, and multi-environment builds.
March 2025 (2025-03) performance snapshot for UCM-FDI-DISIA/Carom: delivered end-to-end asset and resource management, foundational gameplay systems, and rendering enhancements, while stabilizing core loops and expanding build tooling. The work drove tangible business value by improving asset pipelines for UI and localization, accelerating feature readiness for future gameplay (ball mechanics, boss encounters, and bullet visuals), and stabilizing inputs, state transitions, and multi-environment builds.
February 2025 (2025-02) – Monthly summary for UCM-FDI-DISIA/Carom. Focused on delivering core gameplay features, strengthening stability, and improving build and UI pipelines to accelerate business value and future iterations. Key features delivered: - Centralized Input System (singleton) enabling consistent and testable input handling across the game. - Scoring System Integration with state management, including post-scoring flow and conditional checks. - Gameplay/ECS enhancements: component access, entity enable/disable, and game scene changes. - SVG Loading Support to load vector assets, improving UI richness. - Build system and code safety improvements: CMake updates and header safety with pragma once. Major bugs fixed: - Reverted merge to align develop with main branch and maintain stability. - Removed unintended State update to fix behavioral issues. - Fixed HitState dependency on missing StickInputComponent. - Completed and stabilized StartMatchState. - Restored previously deleted RB code to restore functionality. Overall impact and accomplishments: - Robust, testable input, scoring, and ECS workflows that improve gameplay stability and developer velocity. - Reduced build-time friction and improved maintenance through CMake fixes and safer header guards. - Enhanced UI capabilities with SVG asset support, enabling richer user experiences. - Strengthened code health and stability across subsystems, enabling faster delivery of future features. Technologies/skills demonstrated: - C++, Singleton pattern, Entity Component System, and state-driven gameplay logic. - Build tooling with CMake and header guards (pragma once). - Asset pipeline enhancements for SVG loading. - Debugging, refactoring, and stabilization across input, scoring, and game flow.
February 2025 (2025-02) – Monthly summary for UCM-FDI-DISIA/Carom. Focused on delivering core gameplay features, strengthening stability, and improving build and UI pipelines to accelerate business value and future iterations. Key features delivered: - Centralized Input System (singleton) enabling consistent and testable input handling across the game. - Scoring System Integration with state management, including post-scoring flow and conditional checks. - Gameplay/ECS enhancements: component access, entity enable/disable, and game scene changes. - SVG Loading Support to load vector assets, improving UI richness. - Build system and code safety improvements: CMake updates and header safety with pragma once. Major bugs fixed: - Reverted merge to align develop with main branch and maintain stability. - Removed unintended State update to fix behavioral issues. - Fixed HitState dependency on missing StickInputComponent. - Completed and stabilized StartMatchState. - Restored previously deleted RB code to restore functionality. Overall impact and accomplishments: - Robust, testable input, scoring, and ECS workflows that improve gameplay stability and developer velocity. - Reduced build-time friction and improved maintenance through CMake fixes and safer header guards. - Enhanced UI capabilities with SVG asset support, enabling richer user experiences. - Strengthened code health and stability across subsystems, enabling faster delivery of future features. Technologies/skills demonstrated: - C++, Singleton pattern, Entity Component System, and state-driven gameplay logic. - Build tooling with CMake and header guards (pragma once). - Asset pipeline enhancements for SVG loading. - Debugging, refactoring, and stabilization across input, scoring, and game flow.
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