
During four months on Burned-Games/W40K-TLM and CITM-MOBILE-DEVICES-TERRASSA/Jumping-Jack, Eric Bergillos Rivas developed and refined core gameplay systems, enemy AI, and level progression for 3D action games. He architected enemy behaviors, boss mechanics, and player movement using Unity and C#, integrating animation, physics, and particle effects for responsive combat and feedback. His work included scene setup, navigation mesh configuration, and UI enhancements, with extensive bug fixing and code refactoring to improve stability and maintainability. Leveraging Lua scripting and robust asset management, Eric delivered scalable, testable features and clear documentation, enabling faster iteration cycles and supporting long-term project growth.

May 2025 performance snapshot for Burned-Games/W40K-TLM: Delivered major Level 1-3 progression and boss enhancements, stabilized core gameplay, and introduced scalable mechanics for future sprints. Focused on unifying level progression, expanding Level 1 content, and upgrading boss encounters with new abilities and UI/UX improvements.
May 2025 performance snapshot for Burned-Games/W40K-TLM: Delivered major Level 1-3 progression and boss enhancements, stabilized core gameplay, and introduced scalable mechanics for future sprints. Focused on unifying level progression, expanding Level 1 content, and upgrading boss encounters with new abilities and UI/UX improvements.
April 2025 monthly summary for Burned-Games/W40K-TLM: Delivered end-to-end level setup and boss testing across Levels 1–3, advanced enemy AI/spawn behavior, status effects and animation timing, and major Main Boss combat enhancements. Also shipped Level 2/3 polish (generator fix, arena layout, pillar colliders), neural inhibition visuals, and camera/audio/script improvements, plus targeted bug fixes to improve stability and playability. These efforts drove tangible business value by enabling faster testing cycles, richer combat experiences, and a more robust core loop.
April 2025 monthly summary for Burned-Games/W40K-TLM: Delivered end-to-end level setup and boss testing across Levels 1–3, advanced enemy AI/spawn behavior, status effects and animation timing, and major Main Boss combat enhancements. Also shipped Level 2/3 polish (generator fix, arena layout, pillar colliders), neural inhibition visuals, and camera/audio/script improvements, plus targeted bug fixes to improve stability and playability. These efforts drove tangible business value by enabling faster testing cycles, richer combat experiences, and a more robust core loop.
March 2025 monthly summary for Burned-Games/W40K-TLM focusing on delivered features, notable fixes, impact, and skills demonstrated. The team established foundational enemy architecture, expanded UI/AI capabilities, and improved repository hygiene to support scalable development and faster iteration cycles.
March 2025 monthly summary for Burned-Games/W40K-TLM focusing on delivered features, notable fixes, impact, and skills demonstrated. The team established foundational enemy architecture, expanded UI/AI capabilities, and improved repository hygiene to support scalable development and faster iteration cycles.
2024-11 Performance Summary — Jumping-Jack (CITM-MOBILE-DEVICES-TERRASSA). This month focused on delivering core gameplay enhancements, stabilizing camera behavior, and adding architecture documentation to support maintainability and faster iterations. Key outcomes include enhanced player movement with variable jump force, sliding, and double jump, plus an idle-based game-over condition; re-enabled reliable camera tracking with boundaries and half-size calculations; and the addition of Phase 3 UML documentation (Diagrama_UML_Fase3.png) for design clarity. These changes improve player engagement, reduce friction during play, and provide a solid foundation for future feature work. Business value and impact: - Improved player experience and retention through a more responsive and polished movement system. - More stable camera behavior, reducing gameplay friction and crashes related to camera drift. - Clear design documentation and traceable commits to accelerate onboarding and future maintenance. Technologies/skills demonstrated: - Unity physics tuning, collider state management, and animation/visual updates for movement. - Robust camera controls with boundary clamping. - UML diagram documentation for Phase 3 architecture.
2024-11 Performance Summary — Jumping-Jack (CITM-MOBILE-DEVICES-TERRASSA). This month focused on delivering core gameplay enhancements, stabilizing camera behavior, and adding architecture documentation to support maintainability and faster iterations. Key outcomes include enhanced player movement with variable jump force, sliding, and double jump, plus an idle-based game-over condition; re-enabled reliable camera tracking with boundaries and half-size calculations; and the addition of Phase 3 UML documentation (Diagrama_UML_Fase3.png) for design clarity. These changes improve player engagement, reduce friction during play, and provide a solid foundation for future feature work. Business value and impact: - Improved player experience and retention through a more responsive and polished movement system. - More stable camera behavior, reducing gameplay friction and crashes related to camera drift. - Clear design documentation and traceable commits to accelerate onboarding and future maintenance. Technologies/skills demonstrated: - Unity physics tuning, collider state management, and animation/visual updates for movement. - Robust camera controls with boundary clamping. - UML diagram documentation for Phase 3 architecture.
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