
Worked on gameplay and UI systems across multiple repositories, including space-sunrise/sunrise-station and space-syndicate/space-station-14, focusing on backend development and component-based architecture using C# and XAML. Delivered features such as continuous object scanning during FTL cooldown for shuttle gameplay, replacing legacy block checks with a scanning-eligibility method to improve reliability. Improved UI reliability by fixing window title clipping to ensure close button visibility and implemented a collision trigger rate-limiting mechanism to balance gameplay. Collaborated cross-functionally and maintained code quality through refactoring and cleanup, emphasizing maintainability and reducing technical debt while ensuring consistent logic across related projects.
January 2026: Implemented continuous object scanning during FTL cooldown for shuttle gameplay in space-syndicate/space-station-14. Replaced the old FTL block check with a new scanning-eligibility method and updated related logic to ensure scanning remains available during cooldown. Included code cleanup and collaboration with a co-author (ArtisticRoomba).
January 2026: Implemented continuous object scanning during FTL cooldown for shuttle gameplay in space-syndicate/space-station-14. Replaced the old FTL block check with a new scanning-eligibility method and updated related logic to ensure scanning remains available during cooldown. Included code cleanup and collaboration with a co-author (ArtisticRoomba).
September 2025 monthly summary focusing on stability, UX, and gameplay balance across two repositories (space-sunrise/sunrise-station and ss14Starlight/space-station-14). Delivered UI reliability improvements and a cross-repo collision trigger rate-limiting mechanism to prevent repeated triggers and improve game balance, with traceable commits for auditability.
September 2025 monthly summary focusing on stability, UX, and gameplay balance across two repositories (space-sunrise/sunrise-station and ss14Starlight/space-station-14). Delivered UI reliability improvements and a cross-repo collision trigger rate-limiting mechanism to prevent repeated triggers and improve game balance, with traceable commits for auditability.

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