
Aslan Chan developed the foundational wire puzzle prototype for the vgdc-ucsd/Mariposa repository, focusing on establishing the core infrastructure for interactive wire-based gameplay. Using Unity and C#, Aslan created prefabs for wire pegs, heads, and tails, and updated sprite meta files to map unique IDs to wire components, enabling scalable asset management. The work included refactoring the WirePuzzleDraggable and WirePuzzleVisuals scripts to support dynamic wire connections and real-time visual updates, facilitating rapid iteration of puzzle content. This initial engineering effort prioritized robust prototyping and integration with the asset pipeline, laying a solid groundwork for future content expansion and collaboration.

May 2025 (vgdc-ucsd/Mariposa): Delivered foundational wire puzzle prototype and asset setup, establishing the core infrastructure for interactive wire puzzles. Key work included creating prefabs for wire pegs, heads, and tails; updating sprite meta files to map IDs to wire components; and refactoring WirePuzzleDraggable and WirePuzzleVisuals to manage connections and visual updates. This groundwork enables rapid iteration of wire-based gameplay, aligns with asset pipelines, and supports scalable content creation. No critical bugs were reported; focus was on delivering a robust prototype that reduces future integration risk. Technologies demonstrated: Unity prefab workflows, C# scripting for interactive puzzles, asset management with sprite meta files, and strong collaboration between art and gameplay engineering.
May 2025 (vgdc-ucsd/Mariposa): Delivered foundational wire puzzle prototype and asset setup, establishing the core infrastructure for interactive wire puzzles. Key work included creating prefabs for wire pegs, heads, and tails; updating sprite meta files to map IDs to wire components; and refactoring WirePuzzleDraggable and WirePuzzleVisuals to manage connections and visual updates. This groundwork enables rapid iteration of wire-based gameplay, aligns with asset pipelines, and supports scalable content creation. No critical bugs were reported; focus was on delivering a robust prototype that reduces future integration risk. Technologies demonstrated: Unity prefab workflows, C# scripting for interactive puzzles, asset management with sprite meta files, and strong collaboration between art and gameplay engineering.
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