
Oscar Angleberger developed gameplay features and visual systems across the gmuGADIG/bake-me-crazy and gmuGADIG/DEADSHOT repositories, focusing on player interaction, scene management, and animation. He implemented dialogue systems, asset pipelines, and minigame enhancements using GDScript and Godot Engine, improving user experience and maintainability. Oscar addressed gameplay flow by introducing unified scene transitions and entry point controls, and refined combat mechanics with state-based enemy vulnerability and collision detection. His work included asset integration, animation scripting, and viewport input handling, resulting in more responsive controls and consistent visuals. The depth of his contributions supported scalable feature delivery and robust gameplay iteration.
November 2025: Delivered a puddle asset upgrade with an adjusted hitbox to deliver fairer, more responsive hazard interactions in DEADSHOT. This improves player experience without added performance cost and provides a solid base for future balance passes and asset tuning.
November 2025: Delivered a puddle asset upgrade with an adjusted hitbox to deliver fairer, more responsive hazard interactions in DEADSHOT. This improves player experience without added performance cost and provides a solid base for future balance passes and asset tuning.
October 2025 monthly summary for gmuGADIG/DEADSHOT. Delivered two core gameplay enhancements with targeted fixes to improve balance, UX, and stability. Key elements: - Enemy Vulnerability System: Introduced a vulnerability flag in the health system to allow enemies to become invulnerable during specific actions. Adjusted enemy behavior to manage vulnerability states, enabling richer combat dynamics and reducing unintended hits. (Commit: 048510682c2aeb912d78a3e1fdd797cba781b0a5) - Reticle Boundary Clamping: Ensured the reticle stays within viewport bounds by clamping mouse position to viewport dimensions, preventing off-screen targeting and improving interaction accuracy. (Commit: 1f69641504e6d296ae041a7b5dff286d2c46d3e7) Impact: - Improved gameplay balance and responsiveness by making vulnerability states explicit and manageable. - Enhanced user experience through reliable targeting and reduced off-screen interaction issues. - Clear, maintainable changes with explicit commits to trackability. Technologies/Skills demonstrated: - Gameplay system design and state management - UI/input handling and viewport calculations - Health/combat mechanics integration - Version control discipline and clear commit messaging
October 2025 monthly summary for gmuGADIG/DEADSHOT. Delivered two core gameplay enhancements with targeted fixes to improve balance, UX, and stability. Key elements: - Enemy Vulnerability System: Introduced a vulnerability flag in the health system to allow enemies to become invulnerable during specific actions. Adjusted enemy behavior to manage vulnerability states, enabling richer combat dynamics and reducing unintended hits. (Commit: 048510682c2aeb912d78a3e1fdd797cba781b0a5) - Reticle Boundary Clamping: Ensured the reticle stays within viewport bounds by clamping mouse position to viewport dimensions, preventing off-screen targeting and improving interaction accuracy. (Commit: 1f69641504e6d296ae041a7b5dff286d2c46d3e7) Impact: - Improved gameplay balance and responsiveness by making vulnerability states explicit and manageable. - Enhanced user experience through reliable targeting and reduced off-screen interaction issues. - Clear, maintainable changes with explicit commits to trackability. Technologies/Skills demonstrated: - Gameplay system design and state management - UI/input handling and viewport calculations - Health/combat mechanics integration - Version control discipline and clear commit messaging
Delivered Unified Scene Transition System with Entry Point Spawn Control for gmuGADIG/DEADSHOT in Sep 2025, introducing transition nodes and scripts to switch scenes when entering designated areas and an EntryPoints node to manage current entry point and spawn location on scene load. This enables deterministic post-transition spawning, improves user experience, and provides a solid foundation for scalable scene orchestration and testing. No major bugs were reported this month; the focus was on feature delivery with clear Git traceability.
Delivered Unified Scene Transition System with Entry Point Spawn Control for gmuGADIG/DEADSHOT in Sep 2025, introducing transition nodes and scripts to switch scenes when entering designated areas and an EntryPoints node to manage current entry point and spawn location on scene load. This enables deterministic post-transition spawning, improves user experience, and provides a solid foundation for scalable scene orchestration and testing. No major bugs were reported this month; the focus was on feature delivery with clear Git traceability.
May 2025 monthly summary for gmuGADIG/bake-me-crazy focusing on visual fidelity and animation interaction improvements in the core rolling action. The month emphasized delivering a polished user experience with asset integration and animation control.
May 2025 monthly summary for gmuGADIG/bake-me-crazy focusing on visual fidelity and animation interaction improvements in the core rolling action. The month emphasized delivering a polished user experience with asset integration and animation control.
April 2025 monthly summary for gmuGADIG/bake-me-crazy: Delivered key UX and gameplay enhancements, fixed a critical scene transition/dialogue bug, and expanded minigame visuals. These changes improve player feedback, reliability of scene sequencing, and support faster iteration with added test scaffolding.
April 2025 monthly summary for gmuGADIG/bake-me-crazy: Delivered key UX and gameplay enhancements, fixed a critical scene transition/dialogue bug, and expanded minigame visuals. These changes improve player feedback, reliability of scene sequencing, and support faster iteration with added test scaffolding.
March 2025 (2025-03) monthly summary for gmuGADIG/bake-me-crazy. Focused on delivering player-facing dialogue features and time-driven scene transitions, strengthening gameplay flow, and improving maintainability. Key outcomes include the NPC Dialogue System and Date-based Scene Transitions being delivered, along with improvements to testing resources and code organization. Business value delivered includes enhanced player engagement, reduced timing conflicts during interactions, and a more maintainable codebase for future storytelling features.
March 2025 (2025-03) monthly summary for gmuGADIG/bake-me-crazy. Focused on delivering player-facing dialogue features and time-driven scene transitions, strengthening gameplay flow, and improving maintainability. Key outcomes include the NPC Dialogue System and Date-based Scene Transitions being delivered, along with improvements to testing resources and code organization. Business value delivered includes enhanced player engagement, reduced timing conflicts during interactions, and a more maintainable codebase for future storytelling features.
February 2025 (Month: 2025-02) — Bake Me Crazy (gmuGADIG/bake-me-crazy) feature delivery focused on visual fidelity and asset pipeline. Key feature delivered: Animated Player Character with a sprite sheet, including idle and walking animations, plus a new PNG character asset and import configuration to streamline asset integration. Commits addressing the feature: bd48642e8350be5f2532bffa3536a19ca46f13eb (added animations from sprite sheet) and a77de26069af70c440c1f2d6a92c76bcc45e57b6 (added new character). Major bugs fixed: none reported this month; effort centered on feature development and asset workflow stabilization. Overall impact and accomplishments: substantially improved gameplay visuals and immersion, enabling quicker asset iteration and a stronger first impression for players; establishes a reusable asset pipeline for future art assets and consistent visuals across screens. Technologies/skills demonstrated: sprite sheet animation, asset import configuration and management, Git-based version control, cross-functional collaboration with art/engine teams, and asset-driven feature delivery.
February 2025 (Month: 2025-02) — Bake Me Crazy (gmuGADIG/bake-me-crazy) feature delivery focused on visual fidelity and asset pipeline. Key feature delivered: Animated Player Character with a sprite sheet, including idle and walking animations, plus a new PNG character asset and import configuration to streamline asset integration. Commits addressing the feature: bd48642e8350be5f2532bffa3536a19ca46f13eb (added animations from sprite sheet) and a77de26069af70c440c1f2d6a92c76bcc45e57b6 (added new character). Major bugs fixed: none reported this month; effort centered on feature development and asset workflow stabilization. Overall impact and accomplishments: substantially improved gameplay visuals and immersion, enabling quicker asset iteration and a stronger first impression for players; establishes a reusable asset pipeline for future art assets and consistent visuals across screens. Technologies/skills demonstrated: sprite sheet animation, asset import configuration and management, Git-based version control, cross-functional collaboration with art/engine teams, and asset-driven feature delivery.
November 2024 — gmuGADIG/FetchQuest: Focused on visual feedback improvements and stability through a dedicated bug fix that restores the damage blink animation for the player. The change enhances UX by providing immediate damage indication and reduces player confusion during combat, supporting smoother gameplay and retention.
November 2024 — gmuGADIG/FetchQuest: Focused on visual feedback improvements and stability through a dedicated bug fix that restores the damage blink animation for the player. The change enhances UX by providing immediate damage indication and reduces player confusion during combat, supporting smoother gameplay and retention.

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