
Contributed to the ForgottenAbyss repository by developing and refactoring core gameplay systems, including a data-driven skill system with editor integration and JSON-based configuration for rapid iteration. Enhanced combat mechanics with new archery and memory skills, improved hit detection, and responsive UI feedback such as damage indicators. Implemented an Outline System for player and monster clarity, expanded inventory and equipment management, and stabilized scene transitions and UI flows. Utilized C#, Unity, and ShaderLab to deliver maintainable code, optimize performance, and streamline asset management. Addressed 76 bugs and delivered 119 features in two months, emphasizing gameplay polish, code organization, and user experience.
May 2025 highlights for Kim-giseok/ForgottenAbyss: Implemented a robust Outline System delivering player, monster, and memory-skill outlines with integration fixes to ensure consistent visual feedback and quickslot compatibility. Expanded player feedback and readability through Memory Fragments, new sprites, damage display integration, and one-time use logic. Launched new in-game Shop items and Mud boss icon with localization tweaks, plus comprehensive UI and asset housekeeping to stabilize UI across title, in-game, and death sequences. Major stability and quality improvements included UI death UI separation, input restrictions in loading screens, tooltips and font polish, and extensive bug fixes across combat, movement, and animation, enabling smoother gameplay and faster iteration. These changes were supported by structured asset organization, sound wiring, and per-weapon dash settings groundwork, reflecting a strong focus on business value through clearer progression cues, UX polish, and reduced bug-induced churn.
May 2025 highlights for Kim-giseok/ForgottenAbyss: Implemented a robust Outline System delivering player, monster, and memory-skill outlines with integration fixes to ensure consistent visual feedback and quickslot compatibility. Expanded player feedback and readability through Memory Fragments, new sprites, damage display integration, and one-time use logic. Launched new in-game Shop items and Mud boss icon with localization tweaks, plus comprehensive UI and asset housekeeping to stabilize UI across title, in-game, and death sequences. Major stability and quality improvements included UI death UI separation, input restrictions in loading screens, tooltips and font polish, and extensive bug fixes across combat, movement, and animation, enabling smoother gameplay and faster iteration. These changes were supported by structured asset organization, sound wiring, and per-weapon dash settings groundwork, reflecting a strong focus on business value through clearer progression cues, UX polish, and reduced bug-induced churn.
In April 2025, the ForgottenAbyss Skill System was delivered as a data-driven core with editor integration and JSON data wiring, enabling rapid iteration of skills. UI integration connected skill data to in-game UI and introduced the Remember Skill feature; damage feedback was added by showing damage numbers on monster hits. A major Skill System Refactor improved data flow and DOTween-based dash, complemented by post-merge stabilization and extensive bug fixes. New combat depth was achieved with archery skills, near-range hit detection, weapon-attack linkage, and groundwork for ranged attacks, while scene transitions, UI/audio polish, and equipment/loot/system refactors established a solid base for future gameplay and live-ops.
In April 2025, the ForgottenAbyss Skill System was delivered as a data-driven core with editor integration and JSON data wiring, enabling rapid iteration of skills. UI integration connected skill data to in-game UI and introduced the Remember Skill feature; damage feedback was added by showing damage numbers on monster hits. A major Skill System Refactor improved data flow and DOTween-based dash, complemented by post-merge stabilization and extensive bug fixes. New combat depth was achieved with archery skills, near-range hit detection, weapon-attack linkage, and groundwork for ranged attacks, while scene transitions, UI/audio polish, and equipment/loot/system refactors established a solid base for future gameplay and live-ops.

Overview of all repositories you've contributed to across your timeline