
Bruno Stephan developed narrative and gameplay systems for tecMTST/qtftp2, focusing on cutscene frameworks, dialogue integration, and visual feedback. He engineered a reusable comic book-style cutscene system using GDScript and Godot Engine, enabling rapid authoring of story-driven content. His work included shader programming for particle effects and burn transitions, as well as asset management to ensure consistent visuals. Bruno improved onboarding and gameplay flow by refining scene management and scripting, addressing both feature delivery and bug fixes. His contributions demonstrated depth in animation, narrative design, and code quality, resulting in a more cohesive player experience and maintainable codebase.

October 2025: Consolidated a strong set of narrative and quality improvements for tecMTST/qtftp2. Delivered expanded cutscenes and narrative enhancements across multiple phases, improved asset management, and reinforced code quality to support maintainability and faster iteration.
October 2025: Consolidated a strong set of narrative and quality improvements for tecMTST/qtftp2. Delivered expanded cutscenes and narrative enhancements across multiple phases, improved asset management, and reinforced code quality to support maintainability and faster iteration.
September 2025 performance for tecMTST/qtftp2 focused on strengthening user experience, onboarding, and gameplay throughput while stabilizing visuals and assets. Key features delivered include Enhanced Visual Feedback and Effects with particle systems and shader-based burn/complete visuals; Tutorial End Sequence and Scene Flow improvements for smoother onboarding; Cutscenes and Dialogues Across Phases 1-3 including a new Cartilha element; and Gameplay Flow Improvements to reduce wait times and improve balance. Major fixes included NPC Asset Fixes to restore correct visuals and a minor Carne moida bug fix to ensure reliability. This work demonstrates proficiency in shader programming, asset pipelines, scene orchestration, and gameplay balancing, delivering tangible business value through improved onboarding, engagement, and reliability.
September 2025 performance for tecMTST/qtftp2 focused on strengthening user experience, onboarding, and gameplay throughput while stabilizing visuals and assets. Key features delivered include Enhanced Visual Feedback and Effects with particle systems and shader-based burn/complete visuals; Tutorial End Sequence and Scene Flow improvements for smoother onboarding; Cutscenes and Dialogues Across Phases 1-3 including a new Cartilha element; and Gameplay Flow Improvements to reduce wait times and improve balance. Major fixes included NPC Asset Fixes to restore correct visuals and a minor Carne moida bug fix to ensure reliability. This work demonstrates proficiency in shader programming, asset pipelines, scene orchestration, and gameplay balancing, delivering tangible business value through improved onboarding, engagement, and reliability.
July 2025 performance summary: Delivered a substantial feature in tecMTST/qtftp2—the Comic Book Style Cutscene System. The feature defines a scene structure with texture-rect-based comic panels, animation definitions for panel transitions, and a controller-script to manage progression through panels. This provides a reusable framework for cinematic content, enabling faster authoring of story-driven cutscenes and improved user engagement. No major bugs reported in this period for the repository handled.
July 2025 performance summary: Delivered a substantial feature in tecMTST/qtftp2—the Comic Book Style Cutscene System. The feature defines a scene structure with texture-rect-based comic panels, animation definitions for panel transitions, and a controller-script to manage progression through panels. This provides a reusable framework for cinematic content, enabling faster authoring of story-driven cutscenes and improved user engagement. No major bugs reported in this period for the repository handled.
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