
Developed core gameplay features for The Herd, focusing on scalable enemy spawning and a peak scare mechanic. Work centered on building an area-based spawn system using C# and Unity, integrating SpawnTrigger and SpawnEnemyPoint components with the LevelManager to orchestrate dynamic encounters. The approach emphasized event-driven architecture, replacing UnityEvents with custom event handling and callbacks to decouple systems and improve reliability. Implemented NavMesh-based pathfinding for enemies that spawn and pursue the player when exiting quest areas, enhancing gameplay tension. All changes were delivered in the GDD-Minor-GTV3A/The-Herd repository, prioritizing maintainability, testability, and robust prefab management within the Unity Engine.
October 2025 focused on delivering core gameplay spawning enhancements and a peak scare mechanic for The Herd, with a strong emphasis on reliability and maintainability. Key work improved dynamic encounters, reduced coupling, and laid groundwork for scalable spawn orchestration across the LevelManager and pathfinding systems.
October 2025 focused on delivering core gameplay spawning enhancements and a peak scare mechanic for The Herd, with a strong emphasis on reliability and maintainability. Key work improved dynamic encounters, reduced coupling, and laid groundwork for scalable spawn orchestration across the LevelManager and pathfinding systems.

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