
Biel Linan developed core gameplay and editor systems for the MarcoDiModica/HawkEngine_Warhammer40K repository, focusing on level design, collision detection, and asset integration using Unity and C#. He implemented cross-scene checkpoint and respawn systems with persistent JSON saving, enhanced audio workflows through UI inspector integration, and delivered foundational collider and destruction mechanics to support scalable, physics-driven environments. Biel’s work included scripting, scene management, and UI development, with careful attention to configuration stability and workflow efficiency. By refining asset placement, object transformation, and debugging processes, he enabled faster iteration cycles and improved reliability for both playtesting and future feature development.

June 2025 — HawkEngine_Warhammer40K: Delivered beta-level polish and asset population to accelerate QA and playtesting. Key features: Level 1 Beta Release Scene Polish and UI Alignment (refined active states and precise transforms in BetaRelease_Week1_Lvl1; updated pickup item parameters; ImGui window positioning). Commits: 37b758fd2b54d57e215be67e6a17a5464b02ef8f; 44df3107d50c603681c8e0c8ae8c9e98ff98b489; d643b8cc0bdb79d983c7bba498c1186f60310788. Level 2 Beta Release Asset Population and Level Design (extensive asset placement and object tuning in BetaRelease_Week1_Lvl2; including CajaMadera1; adjusted positions, rotations, scales, and visibility). Commits: c2bb03458955c729fd6292f66ef6b5c7440b20aa; 8f59356824ee668f62bfd83c73aa19bb74002b0b. Impact: higher fidelity beta scenarios, improved testing reliability, and reduced iteration time. No major bugs logged this month; focus on feature delivery and configuration stability. Skills: Unity scene composition, transform management, UI/configuration with ImGui, asset placement, level design, and strong traceability through commit references.
June 2025 — HawkEngine_Warhammer40K: Delivered beta-level polish and asset population to accelerate QA and playtesting. Key features: Level 1 Beta Release Scene Polish and UI Alignment (refined active states and precise transforms in BetaRelease_Week1_Lvl1; updated pickup item parameters; ImGui window positioning). Commits: 37b758fd2b54d57e215be67e6a17a5464b02ef8f; 44df3107d50c603681c8e0c8ae8c9e98ff98b489; d643b8cc0bdb79d983c7bba498c1186f60310788. Level 2 Beta Release Asset Population and Level Design (extensive asset placement and object tuning in BetaRelease_Week1_Lvl2; including CajaMadera1; adjusted positions, rotations, scales, and visibility). Commits: c2bb03458955c729fd6292f66ef6b5c7440b20aa; 8f59356824ee668f62bfd83c73aa19bb74002b0b. Impact: higher fidelity beta scenarios, improved testing reliability, and reduced iteration time. No major bugs logged this month; focus on feature delivery and configuration stability. Skills: Unity scene composition, transform management, UI/configuration with ImGui, asset placement, level design, and strong traceability through commit references.
May 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K: Delivered core beta-ready improvements, focusing on Level 1 polish and asset integration, Level 2 population with destructibles, and collider/stability fixes. These deliverables enhance gameplay fidelity, reduce post-release risk, and accelerate iteration cycles.
May 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K: Delivered core beta-ready improvements, focusing on Level 1 polish and asset integration, Level 2 population with destructibles, and collider/stability fixes. These deliverables enhance gameplay fidelity, reduce post-release risk, and accelerate iteration cycles.
April 2025 performance summary for MarcoDiModica/HawkEngine_Warhammer40K: Delivered comprehensive level and gameplay improvements across collider, destruction, scripting, and camera domains. Collider system upgrades ( lvl2 colliders, narration integration, improved blocking ) across zones, plus unified Level 1 colliders with FBX integration, laid a robust foundation for scalable level design. Destruction system enhancements enable richer interactive environments and more dynamic gameplay. Scripting and player state enhancements improved workflow reliability, state updates, and reset handling for faster iteration. A targeted camera fix improved gameplay stability and player experience. Overall, these changes reduced runtime noise, improved stability and performance, and delivered tangible business value through richer play experiences and faster development cycles.
April 2025 performance summary for MarcoDiModica/HawkEngine_Warhammer40K: Delivered comprehensive level and gameplay improvements across collider, destruction, scripting, and camera domains. Collider system upgrades ( lvl2 colliders, narration integration, improved blocking ) across zones, plus unified Level 1 colliders with FBX integration, laid a robust foundation for scalable level design. Destruction system enhancements enable richer interactive environments and more dynamic gameplay. Scripting and player state enhancements improved workflow reliability, state updates, and reset handling for faster iteration. A targeted camera fix improved gameplay stability and player experience. Overall, these changes reduced runtime noise, improved stability and performance, and delivered tangible business value through richer play experiences and faster development cycles.
March 2025: HawkEngine_Warhammer40K delivered foundational collision detection and expanded level content to accelerate physics-enabled gameplay and design iteration. Implemented collider components and collider-ready assets in DefaultScene, launched a new test level, and integrated ground collision for Level 2. These changes improve gameplay realism, enable faster level design, and establish a scalable collider/asset workflow for future features.
March 2025: HawkEngine_Warhammer40K delivered foundational collision detection and expanded level content to accelerate physics-enabled gameplay and design iteration. Implemented collider components and collider-ready assets in DefaultScene, launched a new test level, and integrated ground collision for Level 2. These changes improve gameplay realism, enable faster level design, and establish a scalable collider/asset workflow for future features.
January 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K. This period delivered editor UX improvements for audio component workflows and maintenance work that reduces cross-subsystem coupling. Key features include Audio Listener UI integration in the inspector (duplicate prevention; in-editor position editing; object-assignment via UI) and SoundComponent UI Inspector support (duplicate prevention; adjusted ImGui layouts). Maintenance work included logging cleanup that decouples audio subsystems from logging by removing dependencies from AudioAssetProcessor and AudioAsset. These changes improve editor efficiency, reduce configuration errors, and simplify future audio subsystem changes.
January 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K. This period delivered editor UX improvements for audio component workflows and maintenance work that reduces cross-subsystem coupling. Key features include Audio Listener UI integration in the inspector (duplicate prevention; in-editor position editing; object-assignment via UI) and SoundComponent UI Inspector support (duplicate prevention; adjusted ImGui layouts). Maintenance work included logging cleanup that decouples audio subsystems from logging by removing dependencies from AudioAssetProcessor and AudioAsset. These changes improve editor efficiency, reduce configuration errors, and simplify future audio subsystem changes.
December 2024 monthly summary for CITM-MOBILE-DEVICES-BCN/Ruinseeker. Implemented cross-scene checkpoint/respawn with persistent JSON saving, including a CheckPoint script, scene-wide integration, and an initial saving skeleton. Added Pause Menu UI for levels 2 and 3 to improve gameplay flow. Reverted an accidental merge that introduced an unused Checkpoint1 prefab, restoring stable checkpoint/death handling. Deliveries improve player progression reliability across levels and reduce support risk.
December 2024 monthly summary for CITM-MOBILE-DEVICES-BCN/Ruinseeker. Implemented cross-scene checkpoint/respawn with persistent JSON saving, including a CheckPoint script, scene-wide integration, and an initial saving skeleton. Added Pause Menu UI for levels 2 and 3 to improve gameplay flow. Reverted an accidental merge that introduced an unused Checkpoint1 prefab, restoring stable checkpoint/death handling. Deliveries improve player progression reliability across levels and reduce support risk.
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