
During two months on the Kalos-Kalazos/TheBasilisk repository, Chase developed a modular battery-based health and ammo system, integrating medikit and ammo pickups with UI feedback and physics adjustments in Unity using C#. He overhauled the main menu, pause, and HUD interfaces, introducing TextMesh Pro for standardized typography and persistent user settings via PlayerPrefs. His work included a battery-driven game over flow, modular UI components, and a scalable options menu with volume controls. By refactoring font assets and UI text, Chase improved maintainability and iteration speed, delivering a cohesive player experience and laying a foundation for future extensibility in Unity game development.

In 2025-01, delivered a cohesive UI overhaul for Kalos-Kalazos/TheBasilisk, modernizing the player-facing experience and laying groundwork for scalable UI. Key deliverables include a comprehensive UI overhaul covering the Main Menu, Pause Menu, and HUD UI with input actions, game-over flow, and TextMesh Pro integration; an Options Menu with master, effects, and music volume controls, with saving/loading via PlayerPrefs; and Font Asset Organization and UI Text Assets Refactor to standardize typography and UI rendering. Impact: improved UX consistency, quicker UI iteration cycles, and persistent user settings across sessions, contributing to higher player satisfaction and reduced post-release polish. Technologies/skills demonstrated include Unity UI architecture, TextMesh Pro integration, PlayerPrefs persistence, and disciplined asset organization and commit hygiene.
In 2025-01, delivered a cohesive UI overhaul for Kalos-Kalazos/TheBasilisk, modernizing the player-facing experience and laying groundwork for scalable UI. Key deliverables include a comprehensive UI overhaul covering the Main Menu, Pause Menu, and HUD UI with input actions, game-over flow, and TextMesh Pro integration; an Options Menu with master, effects, and music volume controls, with saving/loading via PlayerPrefs; and Font Asset Organization and UI Text Assets Refactor to standardize typography and UI rendering. Impact: improved UX consistency, quicker UI iteration cycles, and persistent user settings across sessions, contributing to higher player satisfaction and reduced post-release polish. Technologies/skills demonstrated include Unity UI architecture, TextMesh Pro integration, PlayerPrefs persistence, and disciplined asset organization and commit hygiene.
December 2024 Monthly Summary for Kalos-Kalazos/TheBasilisk. Focused on delivering a robust, scalable health and ammo system and a refreshed UI/UX, alongside a solid game over flow and menu/interface improvements that enhance player experience and maintainability. Key features delivered: - Battery Health and Ammo/Medikit/Weapon System: Implemented a battery-based health system with UI representation, medikit and ammo pickups, and weapon ammo/reload flow. Updated collider/physics to support the new system and refreshed the weapon controller UI/logic. Key commits include UI Health, PickUp_Medikit, Ammo_And_PickUp_Ammo_finish, and UI_Actualizacion_* UI polish commits. - Main Menu and UI Overhaul with Pause and Pointer: Overhauled main menu visuals, added pause capability, refined UI layout, and introduced new elements (hook cooldown UI and targeting pointer) to improve navigation and interaction. Major bugs fixed: - Battery depletion drives Game Over flow: Implemented battery-based game over logic with battery count management, game over UI, and proper scene wiring. Removed the old health system in favor of BatterySystem; ensured restart/quit handling works reliably. Overall impact and accomplishments: - Improved player experience with a coherent, scalable energy/health mechanic and clearer feedback during health depletion and combat. Reworked the main menu to improve onboarding and in-game navigation, leading to reduced friction and faster task completion for players. - Strengthened project maintainability and extensibility through modular UI components and a clear separation of concerns between health/energy logic, UI presentation, and input handling. Technologies/skills demonstrated: - Unity and C# scripting, UI system development, collider/physics adjustments, and scene wiring. - UI/UX polish (health HUD, pause/menu, hook cooldown, targeting pointer) and robust state management for game flow (start/restart/quit).
December 2024 Monthly Summary for Kalos-Kalazos/TheBasilisk. Focused on delivering a robust, scalable health and ammo system and a refreshed UI/UX, alongside a solid game over flow and menu/interface improvements that enhance player experience and maintainability. Key features delivered: - Battery Health and Ammo/Medikit/Weapon System: Implemented a battery-based health system with UI representation, medikit and ammo pickups, and weapon ammo/reload flow. Updated collider/physics to support the new system and refreshed the weapon controller UI/logic. Key commits include UI Health, PickUp_Medikit, Ammo_And_PickUp_Ammo_finish, and UI_Actualizacion_* UI polish commits. - Main Menu and UI Overhaul with Pause and Pointer: Overhauled main menu visuals, added pause capability, refined UI layout, and introduced new elements (hook cooldown UI and targeting pointer) to improve navigation and interaction. Major bugs fixed: - Battery depletion drives Game Over flow: Implemented battery-based game over logic with battery count management, game over UI, and proper scene wiring. Removed the old health system in favor of BatterySystem; ensured restart/quit handling works reliably. Overall impact and accomplishments: - Improved player experience with a coherent, scalable energy/health mechanic and clearer feedback during health depletion and combat. Reworked the main menu to improve onboarding and in-game navigation, leading to reduced friction and faster task completion for players. - Strengthened project maintainability and extensibility through modular UI components and a clear separation of concerns between health/energy logic, UI presentation, and input handling. Technologies/skills demonstrated: - Unity and C# scripting, UI system development, collider/physics adjustments, and scene wiring. - UI/UX polish (health HUD, pause/menu, hook cooldown, targeting pointer) and robust state management for game flow (start/restart/quit).
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