
Developed and delivered a scalable Sewing Waypoints System for the hbjeletich/G4G-SP25 repository, focusing on navigation and interaction mechanics within Unity Engine. The work involved architecting and implementing 20 Scissor Waypoints and 30 Sewing Waypoints across Scissors.unity and Sewing.unity scenes, enabling designers to define precise interaction points for sewing features. Leveraging Unity Scene and Unity Scene Description Language, the system established a robust pattern for future waypoint additions and streamlined QA processes. This approach improved cross-scene integration and traceability through Git, laying a foundation for safer changes, faster iteration, and more efficient delivery of future sewing-related game features.
Monthly summary for 2025-04 (hbjeletich/G4G-SP25): Delivered a scalable Sewing Waypoints System to define navigation/interactions for sewing mechanics across Scissors.unity and Sewing.unity. Implemented 20 Scissor Waypoints and 30 Sewing Waypoints, enabling designer-driven interaction points. No major bugs fixed this month. Impact: provides a foundation for faster iteration, safer changes, and clearer QA traces, accelerating future sewing feature delivery. Technologies/skills demonstrated: Unity scene/object design, waypoint system architecture, Git-based traceability, and cross-scene integration.
Monthly summary for 2025-04 (hbjeletich/G4G-SP25): Delivered a scalable Sewing Waypoints System to define navigation/interactions for sewing mechanics across Scissors.unity and Sewing.unity. Implemented 20 Scissor Waypoints and 30 Sewing Waypoints, enabling designer-driven interaction points. No major bugs fixed this month. Impact: provides a foundation for faster iteration, safer changes, and clearer QA traces, accelerating future sewing feature delivery. Technologies/skills demonstrated: Unity scene/object design, waypoint system architecture, Git-based traceability, and cross-scene integration.

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