
During a two-month period, Bao Bui developed and integrated three gameplay features for the gmuGADIG/DEADSHOT repository using GDScript and the Godot Engine. He engineered a global enemy tracking system that manages living enemies across scenes, handling lifecycle events such as death and removal to ensure consistent gameplay dynamics. Bao refactored enemy tracking logic into the save system, enabling reliable cross-save permadeath persistence. Additionally, he implemented a cutscene dialogue feature with animated text and user-driven transitions, enhancing narrative delivery. His work demonstrated depth in game development, animation handling, and user interface design, focusing on scalable systems and maintainable code structure.
November 2025: Delivered two high-impact gameplay features for DEADSHOT, focused on increasing player engagement and narrative quality, while improving save-system reliability and code maintainability.
November 2025: Delivered two high-impact gameplay features for DEADSHOT, focused on increasing player engagement and narrative quality, while improving save-system reliability and code maintainability.
Delivered a global Living Enemies group and lifecycle management in gmuGADIG/DEADSHOT to track living enemies across scenes, with death/removal handling and adjustments to enemy scene structure to support integration. This work improves gameplay dynamics, ensures consistent enemy tracking across scene transitions, and lays groundwork for cross-scene persistence and scalable enemy management. Includes a single commit reference for traceability.
Delivered a global Living Enemies group and lifecycle management in gmuGADIG/DEADSHOT to track living enemies across scenes, with death/removal handling and adjustments to enemy scene structure to support integration. This work improves gameplay dynamics, ensures consistent enemy tracking across scene transitions, and lays groundwork for cross-scene persistence and scalable enemy management. Includes a single commit reference for traceability.

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