
Max Fowlkes developed gameplay systems and user interface features across the gmuGADIG/FetchQuest, gmuGADIG/bake-me-crazy, and gmuGADIG/DEADSHOT repositories, focusing on player experience and maintainability. He implemented dynamic enemy projectiles and AI behaviors in FetchQuest using GDScript and animation techniques, enhancing combat feedback. In Bake Me Crazy, Max built real-time scoring and timer systems, as well as scene scaffolding for rapid prototyping, leveraging Godot Engine’s scripting and scene management. For DEADSHOT, he delivered stamina-based HUDs, rolling mechanics, and modular enemy AI, emphasizing state management and UI development. His work demonstrated depth in system design and iterative feature delivery.
December 2025 Monthly Summary for gmuGADIG/DEADSHOT: Key feature delivery focused on immersive audio feedback, targeted bug fixes, and demonstrable business value through asset integration and scripting improvements. This period emphasized reliable audio experiences tied to core gameplay interactions and robust version-control traceability.
December 2025 Monthly Summary for gmuGADIG/DEADSHOT: Key feature delivery focused on immersive audio feedback, targeted bug fixes, and demonstrable business value through asset integration and scripting improvements. This period emphasized reliable audio experiences tied to core gameplay interactions and robust version-control traceability.
November 2025: DEADSHOT gained core gameplay enhancements and robust state management, aligning technical delivery with business goals of stronger engagement and smoother player experience. The team focused on enabling a new weapon system, refining animation responsiveness, and persisting player state across sessions while eliminating legacy persistence code.
November 2025: DEADSHOT gained core gameplay enhancements and robust state management, aligning technical delivery with business goals of stronger engagement and smoother player experience. The team focused on enabling a new weapon system, refining animation responsiveness, and persisting player state across sessions while eliminating legacy persistence code.
October 2025 summary for gmuGADIG/DEADSHOT: Delivered combat enhancements and AI foundations to strengthen player engagement and gameplay balance. Implemented a Heads-Up Display with stamina mechanics linked to combat modes, rolling costs, and a stamina bar, plus a safeguard preventing firing during rolls. Introduced Wilder enemy AI with a spawn system, constrained wandering, periodic shooting, and a basic RNG to inform AI decisions. These changes provide tangible business value by improving player feedback, pacing, and challenge, while establishing a scalable framework for future AI depth and stamina tuning. No major bugs fixed this month; stability and maintainability improvements alongside feature work.
October 2025 summary for gmuGADIG/DEADSHOT: Delivered combat enhancements and AI foundations to strengthen player engagement and gameplay balance. Implemented a Heads-Up Display with stamina mechanics linked to combat modes, rolling costs, and a stamina bar, plus a safeguard preventing firing during rolls. Introduced Wilder enemy AI with a spawn system, constrained wandering, periodic shooting, and a basic RNG to inform AI decisions. These changes provide tangible business value by improving player feedback, pacing, and challenge, while establishing a scalable framework for future AI depth and stamina tuning. No major bugs fixed this month; stability and maintainability improvements alongside feature work.
September 2025: Delivered key mobility and UI improvements for the DEADSHOT project, focusing on user experience and maintainability. Implemented a timer-based rolling mechanic for the player character and completed a comprehensive Pause Menu UI refactor. The work reduces friction for players and raises code quality for future feature work.
September 2025: Delivered key mobility and UI improvements for the DEADSHOT project, focusing on user experience and maintainability. Implemented a timer-based rolling mechanic for the player character and completed a comprehensive Pause Menu UI refactor. The work reduces friction for players and raises code quality for future feature work.
Delivered a Real-time Scoring and Timer System for gmuGADIG/bake-me-crazy in April 2025. Implemented elapsed-time tracking, rewards based on order accuracy and time spent, and timer updates that provide players with real-time performance feedback. Fixed timer-related bugs and added comprehensive developer documentation to improve maintainability. Impact: enhanced gameplay pacing, transparent scoring, and a solid foundation for future tuning and feature expansion. Technologies/skills demonstrated: real-time systems, timer orchestration, reward calculation logic, and documentation practices.
Delivered a Real-time Scoring and Timer System for gmuGADIG/bake-me-crazy in April 2025. Implemented elapsed-time tracking, rewards based on order accuracy and time spent, and timer updates that provide players with real-time performance feedback. Fixed timer-related bugs and added comprehensive developer documentation to improve maintainability. Impact: enhanced gameplay pacing, transparent scoring, and a solid foundation for future tuning and feature expansion. Technologies/skills demonstrated: real-time systems, timer orchestration, reward calculation logic, and documentation practices.
March 2025: Delivered the Lunch Rush initial scene scaffold for the gmuGADIG/bake-me-crazy project, establishing a reusable 2D scene foundation to accelerate iterative design and UX validation. Implemented lunchrush.tscn with a basic 2D scene structure, background rectangles, sprite placeholders for DivorceWoman and TacoBucket, and a 2D camera, enabling rapid prototyping of level and UI workflows.
March 2025: Delivered the Lunch Rush initial scene scaffold for the gmuGADIG/bake-me-crazy project, establishing a reusable 2D scene foundation to accelerate iterative design and UX validation. Implemented lunchrush.tscn with a basic 2D scene structure, background rectangles, sprite placeholders for DivorceWoman and TacoBucket, and a 2D camera, enabling rapid prototyping of level and UI workflows.
2024-11 Monthly Summary for gmuGADIG/FetchQuest: Delivered dynamic enemy projectile visuals and aiming to enhance combat feedback. Implemented animated projectiles that adjust visuals based on the player's position and added spread for more challenging encounters. Asset integration reached completion with all projectile sprites implemented (see commit db7f6b13980830db85e6306990c8a5ed5eb09713). No major bugs recorded in the provided data; focus was on feature delivery and setting up a foundation for further polish.
2024-11 Monthly Summary for gmuGADIG/FetchQuest: Delivered dynamic enemy projectile visuals and aiming to enhance combat feedback. Implemented animated projectiles that adjust visuals based on the player's position and added spread for more challenging encounters. Asset integration reached completion with all projectile sprites implemented (see commit db7f6b13980830db85e6306990c8a5ed5eb09713). No major bugs recorded in the provided data; focus was on feature delivery and setting up a foundation for further polish.

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