
Earnest Aidan developed and refined character animation systems for the McFunny/Workshop130-Hallows repository over four months, focusing on both asset creation and workflow optimization. He delivered new character assets such as Mandrake, MurderMancer, and Wraith, integrating them into Unity with dedicated animator controllers and custom animation states. Using C# and Unity’s animation tooling, he streamlined asset import processes, unified animator controller setups, and optimized animation curves, including reducing sample rates to improve performance. His work addressed visual glitches, enhanced character fidelity, and enabled faster iteration cycles, resulting in smoother gameplay experiences and more efficient collaboration between art and gameplay teams.

January 2025 Monthly Summary – McFunny/Workshop130-Hallows: Delivered new character assets and animation refinements that enhance gameplay fidelity, stability, and performance. Implemented MurderMancer animations plus a Wraith character with a dedicated animator controller, enabling richer NPC/hero interactions and faster iteration. Refined animation curves and reduced playback sample rate from 60 to 30, delivering smoother playback and reduced CPU/GPU load.
January 2025 Monthly Summary – McFunny/Workshop130-Hallows: Delivered new character assets and animation refinements that enhance gameplay fidelity, stability, and performance. Implemented MurderMancer animations plus a Wraith character with a dedicated animator controller, enabling richer NPC/hero interactions and faster iteration. Refined animation curves and reduced playback sample rate from 60 to 30, delivering smoother playback and reduced CPU/GPU load.
Monthly work summary for 2024-12 focusing on business value and technical achievements for McFunny/Workshop130-Hallows. Highlighted key feature delivery and bug fixes in the Character Animation System, and the overall impact on visual quality and development efficiency.
Monthly work summary for 2024-12 focusing on business value and technical achievements for McFunny/Workshop130-Hallows. Highlighted key feature delivery and bug fixes in the Character Animation System, and the overall impact on visual quality and development efficiency.
Month: 2024-11 – McFunny/Workshop130-Hallows – Developer Monthly Summary Key features delivered: - MistWalker Animation System Enhancements: Introduced MistSwipe and MistWalk, with adjusted animation curves to improve movement responsiveness and action clarity. This enhances character expressiveness and player feel, supporting a more engaging gameplay loop. Major bugs fixed: - FeralHare Prefab Visuals and Scale Fix: Corrected rendering issues by fixing FeralHare normals and adjusting scale to ensure consistent visuals across scenes and platforms, reducing visual artefacts and rework in QA. Overall impact and accomplishments: - Delivered tangible improvements in character fidelity and animation responsiveness, contributing to a more polished player experience and smoother iteration cycles for future features. The fixes reduce rendering inconsistencies and potential visual regressions in future releases. Technologies/skills demonstrated: - Animation tooling and asset import workflow (Unity/Animation Curves) - Version control traceability through commits (importing and fixes). - Cross-functional collaboration with Art and Gameplay teams to align visuals with gameplay objectives.
Month: 2024-11 – McFunny/Workshop130-Hallows – Developer Monthly Summary Key features delivered: - MistWalker Animation System Enhancements: Introduced MistSwipe and MistWalk, with adjusted animation curves to improve movement responsiveness and action clarity. This enhances character expressiveness and player feel, supporting a more engaging gameplay loop. Major bugs fixed: - FeralHare Prefab Visuals and Scale Fix: Corrected rendering issues by fixing FeralHare normals and adjusting scale to ensure consistent visuals across scenes and platforms, reducing visual artefacts and rework in QA. Overall impact and accomplishments: - Delivered tangible improvements in character fidelity and animation responsiveness, contributing to a more polished player experience and smoother iteration cycles for future features. The fixes reduce rendering inconsistencies and potential visual regressions in future releases. Technologies/skills demonstrated: - Animation tooling and asset import workflow (Unity/Animation Curves) - Version control traceability through commits (importing and fixes). - Cross-functional collaboration with Art and Gameplay teams to align visuals with gameplay objectives.
October 2024 performance summary for McFunny/Workshop130-Hallows: Delivered Mandrake Character Animation Assets, including a new controller and four animation states (idle, scream, die, immerse); integrated assets into the game engine to support visual representation and behavior. Focused on asset import and engine readiness to accelerate QA and gameplay iteration.
October 2024 performance summary for McFunny/Workshop130-Hallows: Delivered Mandrake Character Animation Assets, including a new controller and four animation states (idle, scream, die, immerse); integrated assets into the game engine to support visual representation and behavior. Focused on asset import and engine readiness to accelerate QA and gameplay iteration.
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