
Over a two-month period, contributed to the gmuGADIG/DEADSHOT repository by developing core gameplay systems using GDScript and the Godot Engine. Built a global enemy tracking system that manages living enemies across scenes, handling lifecycle events such as death and removal to ensure consistent gameplay dynamics and enable scalable enemy management. Enhanced the save system by integrating enemy permadeath with cross-save persistence, refactoring tracking logic for improved reliability. Additionally, implemented a cutscene dialogue feature with animated text and user-driven transitions, improving narrative delivery and user interface design. The work focused on robust code structure and maintainable, gameplay-driven solutions.
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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