
Over two months, Hakyeong Lee developed and refined core enemy AI, gameplay systems, and UI features for the Sparta-Last-Grroup11/Horror_Group11 Unity project. He implemented modular finite state machines for zombies, enhanced AI navigation using NavMesh, and improved player–enemy interactions through event-driven scripting in C#. His work included asset integration, animation control, and bug fixes that stabilized NurseZombie and SkinlessZombie behaviors. By restructuring directories and refactoring code, Hakyeong improved maintainability and accelerated feature delivery. He also enhanced UI/UX with new font assets and checkpoint systems, ensuring a cohesive user experience while reducing runtime errors and supporting scalable future development.
May 2025 delivered core zombie AI enhancements, stability improvements, and foundational infrastructure to streamline ongoing development, with a strong emphasis on business value and user experience. Key work includes NurseZombie core behaviors (door-based waiting for spawn, door recognition, and aligned player–NurseZombie vision), multiple stability fixes for NurseZombie and SkinlessZombie, and the establishment of event scaffolding and project organization to enable modular, maintainable growth. UI/UX and narrative delivery were enhanced via font assets, EndGameUI refinements, and 3D UI performance improvements, while map boundaries, checkpoint prototypes, and related UI elements improved gameplay balance and navigation. Overall this work reduces runtime errors, accelerates feature delivery, and enhances player engagement through more reliable mechanics and a cohesive user experience.
May 2025 delivered core zombie AI enhancements, stability improvements, and foundational infrastructure to streamline ongoing development, with a strong emphasis on business value and user experience. Key work includes NurseZombie core behaviors (door-based waiting for spawn, door recognition, and aligned player–NurseZombie vision), multiple stability fixes for NurseZombie and SkinlessZombie, and the establishment of event scaffolding and project organization to enable modular, maintainable growth. UI/UX and narrative delivery were enhanced via font assets, EndGameUI refinements, and 3D UI performance improvements, while map boundaries, checkpoint prototypes, and related UI elements improved gameplay balance and navigation. Overall this work reduces runtime errors, accelerates feature delivery, and enhances player engagement through more reliable mechanics and a cohesive user experience.
April 2025 focused on building a robust AI foundation, expanding zombie variants, and tightening the codebase to enable faster iteration and higher-quality gameplay in Horror_Group11. The team delivered foundational enemy AI, expanded asset integration, and implemented key UI and stability improvements, setting up a scalable platform for future features.
April 2025 focused on building a robust AI foundation, expanding zombie variants, and tightening the codebase to enable faster iteration and higher-quality gameplay in Horror_Group11. The team delivered foundational enemy AI, expanded asset integration, and implemented key UI and stability improvements, setting up a scalable platform for future features.

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