
EricWRogers developed core gameplay systems for the PaintTheWorld and Sci-Die repositories, focusing on player movement, combat, and animation. Over eight months, Eric delivered features such as momentum-based locomotion, rail grinding, and drone combat, using C# and Unity to implement responsive controls and modular mechanics. The work included refactoring movement pipelines, integrating animation controllers, and enhancing collision and physics handling to improve gameplay fidelity. Eric also built custom Unity editor tools and asset workflows to accelerate iteration and testing. The engineering approach emphasized maintainability and scalability, resulting in stable, extensible systems that support rapid feature development and reliable player experiences.

February 2026 (EricWRogers/PaintTheWorld): Delivered a major overhaul of the player movement system to improve responsiveness and player experience. The work includes removal of the speed cap, directional dashing, improved movement thresholds, and refined collision handling, plus enhancements to rail grinding and jump behavior. These changes establish a stronger technical foundation for future gameplay features and improve overall player satisfaction and retention prospects.
February 2026 (EricWRogers/PaintTheWorld): Delivered a major overhaul of the player movement system to improve responsiveness and player experience. The work includes removal of the speed cap, directional dashing, improved movement thresholds, and refined collision handling, plus enhancements to rail grinding and jump behavior. These changes establish a stronger technical foundation for future gameplay features and improve overall player satisfaction and retention prospects.
January 2026 monthly summary for PaintTheWorld: Delivered key gameplay features, stability fixes, and onboarding scaffolding to accelerate iteration and improve player experience. Highlights include movement system enhancements with banking and slope handling, a comprehensive animation overhaul with a dedicated animator component and smoother transitions, camera collision fixes for stable camera behavior, and onboarding placeholder files to support future user guidance.
January 2026 monthly summary for PaintTheWorld: Delivered key gameplay features, stability fixes, and onboarding scaffolding to accelerate iteration and improve player experience. Highlights include movement system enhancements with banking and slope handling, a comprehensive animation overhaul with a dedicated animator component and smoother transitions, camera collision fixes for stable camera behavior, and onboarding placeholder files to support future user guidance.
November 2025 monthly summary for EricWRogers/PaintTheWorld. Focus was on stabilizing core gameplay loop, accelerating development velocity, and enhancing testing fidelity. Key work delivered includes environment upgrades for testing and visuals, a custom Unity editor for faster tuning of PlayerMovement, and a comprehensive overhaul of movement, grinding, rail timing, and painting integration to improve gameplay flow and responsiveness. These efforts reduce iteration time, improve player experience, and increase reliability of future changes. Technologies demonstrated include Unity, C#, prefab workflows, custom editor tooling, and robust edge-case handling in movement/paint logic. Overall impact: faster feature delivery, better testing visibility, and a more polished player experience with scalable foundation for future expansions.
November 2025 monthly summary for EricWRogers/PaintTheWorld. Focus was on stabilizing core gameplay loop, accelerating development velocity, and enhancing testing fidelity. Key work delivered includes environment upgrades for testing and visuals, a custom Unity editor for faster tuning of PlayerMovement, and a comprehensive overhaul of movement, grinding, rail timing, and painting integration to improve gameplay flow and responsiveness. These efforts reduce iteration time, improve player experience, and increase reliability of future changes. Technologies demonstrated include Unity, C#, prefab workflows, custom editor tooling, and robust edge-case handling in movement/paint logic. Overall impact: faster feature delivery, better testing visibility, and a more polished player experience with scalable foundation for future expansions.
October 2025 performance summary for EricWRogers/PaintTheWorld: Delivered a comprehensive overhaul of core movement and rail systems to improve player feel, consistency, and scalability, while advancing combat-related visuals and content polish. Key engineering efforts focused on refactoring the movement and input pipeline to support momentum-based locomotion, dashing, and rail grinding, with groundwork for spline rails and parent-rail relationships. Look direction and aiming were refined so players face the swing, shoot, and weapon use, and wall rides now incorporate gravity for more predictable traversal. The jumping system gained a dedicated jump count and double-jump capability with momentum preservation, plus several bug fixes to stabilize negative edge cases. Visual polish and gameplay affordances were expanded via bullet color changes, yellow paint boost pads, mortar paint interactions, and paintable mask quality enums. Workflow improvements included auto stash before merging main branches, and scene-level save support (parking lot) to speed up iteration. Overall, improved gameplay fidelity, stability, and delivery velocity, enabling more engaging player experiences and reducing risk on future releases.
October 2025 performance summary for EricWRogers/PaintTheWorld: Delivered a comprehensive overhaul of core movement and rail systems to improve player feel, consistency, and scalability, while advancing combat-related visuals and content polish. Key engineering efforts focused on refactoring the movement and input pipeline to support momentum-based locomotion, dashing, and rail grinding, with groundwork for spline rails and parent-rail relationships. Look direction and aiming were refined so players face the swing, shoot, and weapon use, and wall rides now incorporate gravity for more predictable traversal. The jumping system gained a dedicated jump count and double-jump capability with momentum preservation, plus several bug fixes to stabilize negative edge cases. Visual polish and gameplay affordances were expanded via bullet color changes, yellow paint boost pads, mortar paint interactions, and paintable mask quality enums. Workflow improvements included auto stash before merging main branches, and scene-level save support (parking lot) to speed up iteration. Overall, improved gameplay fidelity, stability, and delivery velocity, enabling more engaging player experiences and reducing risk on future releases.
September 2025 monthly performance summary for EricWRogers/PaintTheWorld focused on delivering a playable, stable foundation for core movement and rail/grinding gameplay, enabling rapid iteration and business value through improved player experience and development workflow.
September 2025 monthly performance summary for EricWRogers/PaintTheWorld focused on delivering a playable, stable foundation for core movement and rail/grinding gameplay, enabling rapid iteration and business value through improved player experience and development workflow.
December 2024 performance summary for EricWRogers/Sci-Die. Delivered a targeted feature expansion for ScythDrone and stabilized drone behavior, with a focus on gameplay fidelity, audio feedback, and shop integration. Implemented per-drone attack mechanics and corrected critical animation and firing inconsistencies to improve user experience and game balance.
December 2024 performance summary for EricWRogers/Sci-Die. Delivered a targeted feature expansion for ScythDrone and stabilized drone behavior, with a focus on gameplay fidelity, audio feedback, and shop integration. Implemented per-drone attack mechanics and corrected critical animation and firing inconsistencies to improve user experience and game balance.
Month 2024-11: Implemented a comprehensive drone combat overhaul and introduced a scrap-based progression loop. Delivered new drone types (ScythDrone, SpearDrone, ScissorDrone) with unified attack logic, weapon management, and animations; introduced scrap management for post-combat economy; refreshed core assets and player prefab to support ongoing development and scalability.
Month 2024-11: Implemented a comprehensive drone combat overhaul and introduced a scrap-based progression loop. Delivered new drone types (ScythDrone, SpearDrone, ScissorDrone) with unified attack logic, weapon management, and animations; introduced scrap management for post-combat economy; refreshed core assets and player prefab to support ongoing development and scalability.
October 2024 highlights for EricWRogers/Sci-Die: Drone combat polish and reliability improvements focused on mouse-position targeting, timing-based attack mechanics, and audio management. Consolidated changes to scissor and scythe drone attacks, improving combat feedback and music transitions. Commits show progressive refinement and cross-platform reliability across key attack and audio systems.
October 2024 highlights for EricWRogers/Sci-Die: Drone combat polish and reliability improvements focused on mouse-position targeting, timing-based attack mechanics, and audio management. Consolidated changes to scissor and scythe drone attacks, improving combat feedback and music transitions. Commits show progressive refinement and cross-platform reliability across key attack and audio systems.
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