
Developed modular mothership systems for the Defender repository, focusing on scalable wave spawning, dual mothership variants, and civilian abduction mechanics. Leveraged Unity and C# to implement waypoint-driven movement, synchronized audio-visual feedback, and persistent blue beam behavior, enhancing gameplay depth and player feedback. Refactored core systems by introducing movement and spawning interfaces, decoupling logic for improved maintainability and extensibility. Applied object-oriented programming principles to enable rapid iteration of new enemy types and streamlined packaging for CI/CD integration. Emphasized prefab management, event handling, and audio integration to support clean export pipelines and future system integrations, ensuring robust, testable game architecture.
In May 2025, completed a modular refactor for the Mothership systems in Defender, introducing interfaces for movement and spawning, aligning classes to implement these interfaces, and preparing the mothership for export/testing by adjusting audio volumes and deactivating mothership prefabs. This work lays a contract-first foundation for extensible AI and gameplay behavior, improving maintainability and testability while enabling smoother packaging and distribution.
In May 2025, completed a modular refactor for the Mothership systems in Defender, introducing interfaces for movement and spawning, aligning classes to implement these interfaces, and preparing the mothership for export/testing by adjusting audio volumes and deactivating mothership prefabs. This work lays a contract-first foundation for extensible AI and gameplay behavior, improving maintainability and testability while enabling smoother packaging and distribution.
April 2025 highlights: Delivered a modular Mothership wave spawning system and dual-mothership variants, along with civilian abduction mechanics and persistent blue-beam behavior. Implemented waypoint-driven movement, blue beam visuals, and audio-visual feedback to enhance wave deployments. Established a scalable wave-based spawning flow and a two-type mothership architecture with base/derived scripting, enabling rapid iteration of new enemy variants. Refined assets and scripts, improved event triggers, and enhanced sound design to strengthen player feedback and game polish.
April 2025 highlights: Delivered a modular Mothership wave spawning system and dual-mothership variants, along with civilian abduction mechanics and persistent blue-beam behavior. Implemented waypoint-driven movement, blue beam visuals, and audio-visual feedback to enhance wave deployments. Established a scalable wave-based spawning flow and a two-type mothership architecture with base/derived scripting, enabling rapid iteration of new enemy variants. Refined assets and scripts, improved event triggers, and enhanced sound design to strengthen player feedback and game polish.

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