
Chris contributed to the vgdc-ucsd/Mariposa repository by developing a data-driven inventory item system and enhancing turret mechanics within Unity. Leveraging C# scripting and ScriptableObjects, Chris restructured inventory items for easier balancing and faster iteration. He implemented turret hit detection and range logic using LayerMasks, improving targeting accuracy and gameplay reliability. Chris also created test scaffolding for turret subsystems, enabling rapid quality assurance and regression testing. UI and UX were improved through new popup and pause interfaces, while stability was increased by refining physics interactions and fixing bugs. The work demonstrated depth in Unity asset management and object-oriented programming.

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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