
Connor Heyz developed core gameplay and audio systems for the gmuGADIG/FetchQuest and gmuGADIG/bake-me-crazy repositories, focusing on scalable architecture and maintainability. He engineered multi-phase boss encounters in Godot Engine using GDScript, integrating modular AI and scene management to enhance player engagement and support future content. In bake-me-crazy, Connor overhauled the audio system, implementing scene-aware music playback, theme-based audio integration, and editor tools for precise loop management. His work included animation-driven sound effects and robust event handling, resulting in reliable, extensible systems that improved user experience and streamlined asset iteration. The solutions demonstrated depth in both design and execution.

2025-08 Monthly Summary for gmuGADIG/bake-me-crazy: Implemented Audio Theme System introducing Salty and Umami themes, mapped to Callum's and Millie's date confession scenes. This enhancement strengthens mood and storytelling through music, while establishing a maintainable theming architecture for future expansions. No major bugs fixed this month; focus was on reliable feature delivery and code hygiene.
2025-08 Monthly Summary for gmuGADIG/bake-me-crazy: Implemented Audio Theme System introducing Salty and Umami themes, mapped to Callum's and Millie's date confession scenes. This enhancement strengthens mood and storytelling through music, while establishing a maintainable theming architecture for future expansions. No major bugs fixed this month; focus was on reliable feature delivery and code hygiene.
May 2025 monthly summary for gmuGADIG/bake-me-crazy. Delivered a major overhaul of the audio system and enhancements to the FoodStep minigame, improving player feedback, reliability, and maintainability. Implemented scalable, asset-friendly audio architecture and tighter integration with UI/minigame flows, enabling faster iteration on SFX assets and behavior.
May 2025 monthly summary for gmuGADIG/bake-me-crazy. Delivered a major overhaul of the audio system and enhancements to the FoodStep minigame, improving player feedback, reliability, and maintainability. Implemented scalable, asset-friendly audio architecture and tighter integration with UI/minigame flows, enabling faster iteration on SFX assets and behavior.
April 2025 performance summary for gmuGADIG/bake-me-crazy, focusing on music system overhaul, editor tooling, and audio routing. The work delivered a robust end-to-end music playback experience with scene-aware transitions, improved loop handling, and richer soundtrack options, complemented by editor tooling and a centralized SFX workflow. All changes emphasize reliability, maintainability, and business value through improved player stability, predictable looping, and scalable audio management.
April 2025 performance summary for gmuGADIG/bake-me-crazy, focusing on music system overhaul, editor tooling, and audio routing. The work delivered a robust end-to-end music playback experience with scene-aware transitions, improved loop handling, and richer soundtrack options, complemented by editor tooling and a centralized SFX workflow. All changes emphasize reliability, maintainability, and business value through improved player stability, predictable looping, and scalable audio management.
December 2024 monthly summary for gmuGADIG/FetchQuest: Focused on delivering a high-impact end-game boss encounter and establishing post-production readiness. Implemented the Frog Boss with health, hurt state, multi-phase behavior, and new attack patterns (jumping/hopping and shockwave on landing), supported by new animations and VFX for hurt and death states. This work enhances end-game engagement, provides a visually engaging and challenging encounter, and sets the foundation for future iterations. Commit reference: 5fe99f229fd34b0ba8254bef235eb5161fc9be48 (pre/post-production-enabled).
December 2024 monthly summary for gmuGADIG/FetchQuest: Focused on delivering a high-impact end-game boss encounter and establishing post-production readiness. Implemented the Frog Boss with health, hurt state, multi-phase behavior, and new attack patterns (jumping/hopping and shockwave on landing), supported by new animations and VFX for hurt and death states. This work enhances end-game engagement, provides a visually engaging and challenging encounter, and sets the foundation for future iterations. Commit reference: 5fe99f229fd34b0ba8254bef235eb5161fc9be48 (pre/post-production-enabled).
November 2024 was focused on delivering a high-impact boss encounter for FetchQuest and establishing a solid foundation for future boss content. Key feature delivered: New Frog Boss Enemy with multi-phase AI, shockwave attack, and new scene files/behavior scripts, integrated into the game flow and playtested for balance. Major bugs fixed: none reported for this sprint; backlog prioritized for next cycle. Overall impact: adds a compelling end-to-mid-game encounter that increases session length and engagement, while aligning with the product roadmap for new content. Technologies/skills demonstrated: game AI scripting, scene/asset integration, behavior scripting, and performance-conscious design enabling scalable boss content for future releases.
November 2024 was focused on delivering a high-impact boss encounter for FetchQuest and establishing a solid foundation for future boss content. Key feature delivered: New Frog Boss Enemy with multi-phase AI, shockwave attack, and new scene files/behavior scripts, integrated into the game flow and playtested for balance. Major bugs fixed: none reported for this sprint; backlog prioritized for next cycle. Overall impact: adds a compelling end-to-mid-game encounter that increases session length and engagement, while aligning with the product roadmap for new content. Technologies/skills demonstrated: game AI scripting, scene/asset integration, behavior scripting, and performance-conscious design enabling scalable boss content for future releases.
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