
Charles contributed to the Games-at-Northeastern/What-Remains-of-Me repository by developing new Boss 2 puzzle mechanics and enhancing player customization features. Using Unity and C# scripting, he introduced configurable death laser timing, allowing for strategic gameplay through customizable delay patterns. He also improved visual fidelity by updating rendering and adding new game objects for the Boss 2 encounter. To ensure project stability, Charles reverted problematic merge changes, removed risky assets, and restored asset paths, demonstrating careful version-control practices. His work combined 3D modeling, game development, and puzzle design, resulting in deeper gameplay experiences and a more robust, maintainable codebase within a short timeframe.

December 2025 focused on stabilizing the project, delivering key Boss 2 gameplay enhancements, and enabling strategic player customization. Key outcomes include stabilizing the codebase via targeted reverts (W25-01) and asset cleanup, introducing Boss 2 puzzle mechanics with new objects and rendering updates for improved visual fidelity, and adding a Death Laser Timing Toggle to support customizable delay patterns. These efforts reduce release risk, elevate gameplay quality, and demonstrate strong version-control discipline and platform proficiency.
December 2025 focused on stabilizing the project, delivering key Boss 2 gameplay enhancements, and enabling strategic player customization. Key outcomes include stabilizing the codebase via targeted reverts (W25-01) and asset cleanup, introducing Boss 2 puzzle mechanics with new objects and rendering updates for improved visual fidelity, and adding a Death Laser Timing Toggle to support customizable delay patterns. These efforts reduce release risk, elevate gameplay quality, and demonstrate strong version-control discipline and platform proficiency.
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