
David Hulett developed core gameplay systems and tooling for the shiznizz/ByteCraft repository, focusing on player movement, camera control, and modular mechanics. He overhauled the movement system to support advanced features like wall running, crouching, and jetpacking, tuning physics for reliability and player feel. Using Unity and C#, David integrated a new camera controller and prefab architecture, improving stability and user experience. He addressed bugs in navigation, gravity, and collider handling, while refactoring code for maintainability. His work included asset management, level design, and UI integration, resulting in a more robust, testable, and visually consistent game development environment.

March 2025 ByteCraft development focused on stability, modularity, and gameplay quality. Delivered a robust Movement System Overhaul with gravity/drag tuning, sprinting, wall-running orientation fixes, and safety improvements; introduced a camera system with new prefabs and Rigidbody-based integration; resolved a camera hover issue; expanded player capabilities with jetpacking, crouching, and sliding mechanics plus a basic attack scaffold; refactored grapple hook logic for better modularity; and performed targeted maintenance and cleanup to improve readability and asset cleanliness. These changes collectively increase player control fidelity, reduce risk of regressions, and accelerate future feature delivery.
March 2025 ByteCraft development focused on stability, modularity, and gameplay quality. Delivered a robust Movement System Overhaul with gravity/drag tuning, sprinting, wall-running orientation fixes, and safety improvements; introduced a camera system with new prefabs and Rigidbody-based integration; resolved a camera hover issue; expanded player capabilities with jetpacking, crouching, and sliding mechanics plus a basic attack scaffold; refactored grapple hook logic for better modularity; and performed targeted maintenance and cleanup to improve readability and asset cleanliness. These changes collectively increase player control fidelity, reduce risk of regressions, and accelerate future feature delivery.
February 2025 (ByteCraft, shiznizz/ByteCraft) – Delivered a robust set of gameplay and tooling features, stabilized core mechanics, and enhanced visuals, enabling faster iteration and stronger play experience across test levels. Key features delivered: - Camera Controller Script: new camera behavior controller to improve player experience and camera stability. - Jetpack System: jetpack functionality with UI toggle and fuel gauge for clear user feedback. - Personal Level Creation: dedicated dev/test level to accelerate iteration and testing. - Player Health on Prefab and Updated Player Prefab: health state on the player prefab with updated base elements. - Movement and control overhaul: comprehensive revamp of movement and input (crouch/slide/sprint, wall running) plus new input control system; includes integration of lecture 6 code. - Level and environment: added floor, level design groundwork (ground layers, level changes), level visuals and lighting enhancements, and wall/building texture updates; hit effects visuals for feedback fidelity. - Spawner System and Prefabs: introduced spawners and new cultist prefab and spawner prefab for gameplay variety. - Level content and lighting updates: portal/skybox tweaks and level lighting improvements for consistency and atmosphere. Major bugs fixed and stability improvements: - Level assets maintenance and cleanup: deletions and updates to level assets and level files. - Settings cleanup and miscellaneous adjustments: obsolete settings file removed; various post-merge changes. - Movement physics fixes: patched player speed glitch, gravity handling, roam logic, stopping distance, and enemy shooting logic. - NavMesh/level stability: stabilizing Michaels level NavMesh and relevant reversions to iPickup-related changes. - Branch incident fix: recovery steps after accidental branch destruction and related fixes. - Cleanup/refactor: removal of antiquated state code; no-op commits acknowledged but not functional impact. Overall impact and business value: - Improved player experience with smoother camera and refined movement, faster iteration cycles due to a dedicated testing level and improved prefab health logic. - Increased game stability and reliability through targeted fixes to navigation, physics, and level assets. - Elevated visual fidelity and feedback through level lighting, textures, hit effects, and consistent environment updates. Technologies/skills demonstrated: - Unity/C# scripting, custom camera control, jetpack UI integration, health-prefab architecture. - Advanced movement mechanics (crouch/slide/sprint, wall running), new input system, and coroutine handling. - Level design, asset management, NavMesh debugging, and visual polish (lighting, textures, skybox).
February 2025 (ByteCraft, shiznizz/ByteCraft) – Delivered a robust set of gameplay and tooling features, stabilized core mechanics, and enhanced visuals, enabling faster iteration and stronger play experience across test levels. Key features delivered: - Camera Controller Script: new camera behavior controller to improve player experience and camera stability. - Jetpack System: jetpack functionality with UI toggle and fuel gauge for clear user feedback. - Personal Level Creation: dedicated dev/test level to accelerate iteration and testing. - Player Health on Prefab and Updated Player Prefab: health state on the player prefab with updated base elements. - Movement and control overhaul: comprehensive revamp of movement and input (crouch/slide/sprint, wall running) plus new input control system; includes integration of lecture 6 code. - Level and environment: added floor, level design groundwork (ground layers, level changes), level visuals and lighting enhancements, and wall/building texture updates; hit effects visuals for feedback fidelity. - Spawner System and Prefabs: introduced spawners and new cultist prefab and spawner prefab for gameplay variety. - Level content and lighting updates: portal/skybox tweaks and level lighting improvements for consistency and atmosphere. Major bugs fixed and stability improvements: - Level assets maintenance and cleanup: deletions and updates to level assets and level files. - Settings cleanup and miscellaneous adjustments: obsolete settings file removed; various post-merge changes. - Movement physics fixes: patched player speed glitch, gravity handling, roam logic, stopping distance, and enemy shooting logic. - NavMesh/level stability: stabilizing Michaels level NavMesh and relevant reversions to iPickup-related changes. - Branch incident fix: recovery steps after accidental branch destruction and related fixes. - Cleanup/refactor: removal of antiquated state code; no-op commits acknowledged but not functional impact. Overall impact and business value: - Improved player experience with smoother camera and refined movement, faster iteration cycles due to a dedicated testing level and improved prefab health logic. - Increased game stability and reliability through targeted fixes to navigation, physics, and level assets. - Elevated visual fidelity and feedback through level lighting, textures, hit effects, and consistent environment updates. Technologies/skills demonstrated: - Unity/C# scripting, custom camera control, jetpack UI integration, health-prefab architecture. - Advanced movement mechanics (crouch/slide/sprint, wall running), new input system, and coroutine handling. - Level design, asset management, NavMesh debugging, and visual polish (lighting, textures, skybox).
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