
Worked on the vgdc-ucsd/Mariposa repository to deliver a data-driven inventory item system and a modular turret subsystem, focusing on both new features and stability improvements. Leveraged Unity and C# to convert inventory items to ScriptableObjects for easier tuning, implemented turret hit detection with LayerMask constraints, and created test scaffolding for rapid QA. Enhanced gameplay feedback by developing Popup and Pause UI systems, integrating UI art assets, and refining in-game user experience. Addressed core gameplay bugs, including turret physics and laser penetration, while maintaining organized code and robust version control practices. Prioritized maintainability and rapid iteration throughout the development process.
February 2025 — vgdc-ucsd/Mariposa: Focused on delivering a data-driven inventory item system, turret subsystem testing scaffolding, core turret behavior, and UI enhancements, while hardening stability through targeted fixes. Delivered a data-driven InventoryItem via ScriptableObject, created a test-scaffolded turret workflow, implemented hit detection and range logic with LayerMask constraints, and rolled out UX/UI improvements (Popup and Pause UI) to improve in-game feedback and flow. Result: faster tuning, more reliable gameplay, and clearer developer feedback loops.
February 2025 — vgdc-ucsd/Mariposa: Focused on delivering a data-driven inventory item system, turret subsystem testing scaffolding, core turret behavior, and UI enhancements, while hardening stability through targeted fixes. Delivered a data-driven InventoryItem via ScriptableObject, created a test-scaffolded turret workflow, implemented hit detection and range logic with LayerMask constraints, and rolled out UX/UI improvements (Popup and Pause UI) to improve in-game feedback and flow. Result: faster tuning, more reliable gameplay, and clearer developer feedback loops.

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