
Carmen contributed to the UCM-FDI-DISIA/Carom repository, building core gameplay systems and overhauling the user interface with SVG-based assets. She implemented a component-based architecture in C++ using CMake, focusing on input handling, physics integration, and state management to create a scalable foundation. Her work included developing a controls menu, localizing reward information, and refining scene layouts for better usability. By integrating asset management and event handling, she improved build reliability and gameplay stability. Carmen also addressed bugs related to SDL window management and text rendering, demonstrating depth in both feature delivery and codebase maintainability over the four-month development period.

May 2025 monthly summary for UCM-FDI-DISIA/Carom focused on delivering core gameplay UX improvements, localization, and stability enhancements. Implemented a robust Controls Menu System with a dedicated Controls scene and main menu integration, added translation support for reward names/types and improved end-game visuals, and polished scene layout for better visual alignment. Also balanced gameplay through targeted reductions of random ball effects, extended input capabilities with right-click support, and improved pause/exit flow. Fixed an SDL window close bug, clarified onboarding by renaming Settings to Tutorial, added a small missing piece of functionality, and cleaned up code comments for readability. These efforts collectively improve onboarding, accessibility, player feedback, stability, and maintainable code while delivering tangible business value.
May 2025 monthly summary for UCM-FDI-DISIA/Carom focused on delivering core gameplay UX improvements, localization, and stability enhancements. Implemented a robust Controls Menu System with a dedicated Controls scene and main menu integration, added translation support for reward names/types and improved end-game visuals, and polished scene layout for better visual alignment. Also balanced gameplay through targeted reductions of random ball effects, extended input capabilities with right-click support, and improved pause/exit flow. Fixed an SDL window close bug, clarified onboarding by renaming Settings to Tutorial, added a small missing piece of functionality, and cleaned up code comments for readability. These efforts collectively improve onboarding, accessibility, player feedback, stability, and maintainable code while delivering tangible business value.
April 2025 summary: Delivered SVG-based UI overhaul for Carom, integrated vector assets, and migrated UI controls to SVG, plus major UI refinements and completion progress for the main menu. Achieved stability improvements across text rendering, advanced ball pool functionality, and introduced a message comment system, while fixing startup issues and ensuring resilience to outages. This work enhances visual consistency, usability, and build reliability, and positions the project for future content enhancements.
April 2025 summary: Delivered SVG-based UI overhaul for Carom, integrated vector assets, and migrated UI controls to SVG, plus major UI refinements and completion progress for the main menu. Achieved stability improvements across text rendering, advanced ball pool functionality, and introduced a message comment system, while fixing startup issues and ensuring resilience to outages. This work enhances visual consistency, usability, and build reliability, and positions the project for future content enhancements.
March 2025 monthly summary for UCM-FDI-DISIA/Carom. Focused on stabilizing core gameplay flows, delivering initial EndGame/RewardScene integration with test scaffolding and UI updates, and progressively improving stability and layout. Business value anchored in smoother user experience, reliable win/lose flow, and maintainable codebase to accelerate future feature delivery.
March 2025 monthly summary for UCM-FDI-DISIA/Carom. Focused on stabilizing core gameplay flows, delivering initial EndGame/RewardScene integration with test scaffolding and UI updates, and progressively improving stability and layout. Business value anchored in smoother user experience, reliable win/lose flow, and maintainable codebase to accelerate future feature delivery.
February 2025 — Carom (UCM-FDI-DISIA/Carom) focused on foundational gameplay systems and documentation. Delivered an input handling framework and core game scene initialization (including a physics world and state management), plus onboarding/reference material. Major bugs fixed: None recorded in this period. Overall impact: establishes a solid base for responsive input, reliable physics-driven gameplay, and scalable state management, enabling faster feature delivery. Technologies/skills demonstrated: component-based input architecture, physics world integration, state management scaffolding, cross-branch code reuse (StickInputComponent), and documentation practices.
February 2025 — Carom (UCM-FDI-DISIA/Carom) focused on foundational gameplay systems and documentation. Delivered an input handling framework and core game scene initialization (including a physics world and state management), plus onboarding/reference material. Major bugs fixed: None recorded in this period. Overall impact: establishes a solid base for responsive input, reliable physics-driven gameplay, and scalable state management, enabling faster feature delivery. Technologies/skills demonstrated: component-based input architecture, physics world integration, state management scaffolding, cross-branch code reuse (StickInputComponent), and documentation practices.
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