
Enrique Paz-Galindo developed core gameplay systems and content for the nhaticus/Cash-the-Cache repository, focusing on interactive 3D environments, combat mechanics, and player feedback loops. He engineered reusable prefabs for levels, UI, and vehicles in Unity using C# scripting, streamlining iteration and ensuring consistency across scenes. His work included implementing lockpicking minigames, AI-driven NPC behaviors, and analytics integration for data-driven insights. Enrique addressed stability and performance by refining physics, navigation meshes, and asset management. The depth of his contributions is reflected in robust feature delivery, maintainable code, and enhanced player experience, demonstrating strong proficiency in Unity, C#, and 3D modeling.

June 2025 performance summary for nhaticus/Cash-the-Cache focused on delivering core combat mechanics, NPC interactions, and UI/UX refinements to boost immersion, playability, and perceived value. Key outcomes include a new Player Punching System with combat visuals (fist prefab, punching animations, camera-aligned fist movement, combat hit-marker UI, and VR arm handling), and a Police NPC Punching System with AI-driven punch actions and dedicated animation controllers. Driving/UX improvements include Vehicle Speed and Unit Display Tuning (capped van speed at 120 MPH, reduced high-speed motor force, MPH speedometer) and UI Readability Enhancements for the House Canvas (larger fonts, adjusted text properties with auto-sizing disabled). These efforts were supported by targeted commits that improved alignment, visual fidelity, and user experience. Representative commits spanned animation, root handling, and UI polish across the features above.
June 2025 performance summary for nhaticus/Cash-the-Cache focused on delivering core combat mechanics, NPC interactions, and UI/UX refinements to boost immersion, playability, and perceived value. Key outcomes include a new Player Punching System with combat visuals (fist prefab, punching animations, camera-aligned fist movement, combat hit-marker UI, and VR arm handling), and a Police NPC Punching System with AI-driven punch actions and dedicated animation controllers. Driving/UX improvements include Vehicle Speed and Unit Display Tuning (capped van speed at 120 MPH, reduced high-speed motor force, MPH speedometer) and UI Readability Enhancements for the House Canvas (larger fonts, adjusted text properties with auto-sizing disabled). These efforts were supported by targeted commits that improved alignment, visual fidelity, and user experience. Representative commits spanned animation, root handling, and UI polish across the features above.
May 2025 summary for nhaticus/Cash-the-Cache: Focused on reliability, content expansion, telemetry, and polish. Delivered critical gameplay fixes (TV prefab, door interactions, cabinet doors in tutorial) and foundational level content upgrades (new bathrooms, rooms, walls, spawners, and level updates). Implemented cabinet doors across relevant prefabs, added new minigames and a shop system, and introduced analytics tracking and data consent UI to support data-driven decisions while safeguarding player privacy. Enhanced stability with crash detector, van performance improvements, camera fixes, invisible boundaries, and improved pathing/spawner orientation to improve level flow.
May 2025 summary for nhaticus/Cash-the-Cache: Focused on reliability, content expansion, telemetry, and polish. Delivered critical gameplay fixes (TV prefab, door interactions, cabinet doors in tutorial) and foundational level content upgrades (new bathrooms, rooms, walls, spawners, and level updates). Implemented cabinet doors across relevant prefabs, added new minigames and a shop system, and introduced analytics tracking and data consent UI to support data-driven decisions while safeguarding player privacy. Enhanced stability with crash detector, van performance improvements, camera fixes, invisible boundaries, and improved pathing/spawner orientation to improve level flow.
April 2025 monthly summary for nhaticus/Cash-the-Cache focusing on delivering core gameplay features, physics enhancements, and quality improvements that drive player experience and maintainability. Highlights include major feature deliveries, targeted bug fixes, and performance-oriented cleanups with measurable business value.
April 2025 monthly summary for nhaticus/Cash-the-Cache focusing on delivering core gameplay features, physics enhancements, and quality improvements that drive player experience and maintainability. Highlights include major feature deliveries, targeted bug fixes, and performance-oriented cleanups with measurable business value.
March 2025 monthly summary for nhaticus/Cash-the-Cache: highlights of delivered features and fixes, business value achieved, and technical proficiency demonstrated. Key features delivered: - Lockpicking and door interaction enhancements: improved lockpicking UI, doors now open away from NPCs, fixed doors not opening, and added a new door to reduce dead ends. (Commits: 33fce041c4827fc5b61fa14850513a27ec9b59c1; 889afd6554a5e3393b70e4831f2a0074274984dc; 5a06fc02f51fa1c158d3ef62d821fb5af65cac8b) - UI/UX and loading sequence improvements: UI message when loading with no items, higher camera position, loading items one by one, and a weight fill bar to convey capacity. (Commits: db3bbf60dc070e6dcc85b8e5189e677077c759c5; 47ecfe2e107c875dacdf30604aca517f36e45ac5; 43ab6f1a7d5a6dd6d7134bfb032776cb59cac5db) - Detection Bar UI integration: implemented detection bar at the top and ongoing work; converted into a reusable prefab for consistency. (Commits: 45a7bc772d4b4758d5cca291171c7fc05f92e3ec; 17930fadf501b6f2547669528a5bca2d898ec9dc) - Level environment and decorations enhancements: expanded streetlights and decorations, lighting adjustments, new walls, and cleanup of stray objects to improve ambience and wayfinding. (Multiple commits including 42f5a18960b0b9ff23f1c1e181ef0e4ae0709f02; bccb10d777da8ad82720fda16ec29098418138ae; f6dd78b9f11f223b7508d3ef7aacf7c92cb68090; 2c7a69f4cb9d103108332b1cbc3dcaec81fa4d00) - Gameplay and stability improvements: expanded stealables, fixed DVD stealables, added missing rigidbodies for accurate physics, and other stability tweaks. (Commits: 09e6c4535c1abda74a479cc35624f8f6adb10bd9; 13238dc3918e2d574b72e71dd59887b49aa867e3; 899a677d3b8f0cc6c485ffaef89c6b98c4388440) - UI/UX: visual and interactivity polish: main menu color theme update, dynamic lock-picking color adaptation, and lock-picking canvas behavior adjustments. (Commits: 6c3ecc974f12930d2c1f61f92af3a937d98f643f; c03736cd4aed7d5c2e9e49346e825badbfa6f871; a55e79fdffa81be070f68bc4f8cd77380b58e0f2) - Navmesh and structural optimizations: rebaked navigation mesh to fix pathfinding, reorganized level prefab for reuse, and other structural refinements. (Commits: 4042aef6f9cc737dcdf2d670ace2baaff1c64dc1; ebd483f149f9ffb6e27ff91ad7bb6f9846d7952f) - Shop and interaction expansion: shop building prefab and exterior decoration initiation to accelerate future iterations. (Commit: e3d7b993dc720feba9f5c416262f292ed7b1dc07) - Misc cleanup: removal of unintended placements to keep the scene clean and maintainable. (Commit: 6243ce1d8d8f5add88527a43cffb421ef346ca97) Major bugs fixed: - Merge conflict resolution in batch patch. (Commit: 59b346c4d47a278f8a662bc09d6282514e7d049a) - Indoor doors now reliably open as intended. (Related to lockpicking/door interaction work in commits above) - Rewired and rebaked navigation mesh to restore reliable pathfinding. (Commit: 4042aef6f9cc737dcdf2d670ace2baaff1c64dc1) - Removed unintended placements to keep the scene clean and stable. (Commit: 6243ce1d8d8f5add88527a43cffb421ef346ca97) - DVD stealables fixed and missing rigidbodies added to stabilize physics. (Commits: 13238dc3918e2d574b72e71dd59887b49aa867e3; 899a677d3b8f0cc6c485ffaef89c6b98c4388440) - Reverted a Lock Picking canvas change to restore expected behavior. (Commit: a55e79fdffa81be070f68bc4f8cd77380b58e0f2) Overall impact and accomplishments: - Accelerated feature delivery across core gameplay loops (lockpicking, stealth, and interactions) with measurable UX improvements and reduced dead ends, contributing to a more engaging and intuitive player experience. - Substantial improvements to visuals and ambience, better navigation, and scalable UI with reusable components, facilitating faster iteration and cross-scene consistency. - Performance and stability gains from physics integrity work (rigidbodies), collider cleanup, and navmesh fixes, reducing runtime issues and improving frame consistency in crowded scenes. Technologies and skills demonstrated: - Unity 3D development, C# scripting, and UI/UX design (including prefabs and responsive canvases) - Navmesh baking and pathfinding optimization - Prefab-driven architecture for consistent UI across scenes - Asset organization, level streaming, and performance considerations Business value: - Enhanced player experience and perceived quality with smoother interactions and clearer feedback. - Reduced iteration time through reusable UI components and consolidated scene structure. - Improved stability in critical gameplay loops (lockpicking, stealth, item interactions), supporting longer play sessions and monetization opportunities.
March 2025 monthly summary for nhaticus/Cash-the-Cache: highlights of delivered features and fixes, business value achieved, and technical proficiency demonstrated. Key features delivered: - Lockpicking and door interaction enhancements: improved lockpicking UI, doors now open away from NPCs, fixed doors not opening, and added a new door to reduce dead ends. (Commits: 33fce041c4827fc5b61fa14850513a27ec9b59c1; 889afd6554a5e3393b70e4831f2a0074274984dc; 5a06fc02f51fa1c158d3ef62d821fb5af65cac8b) - UI/UX and loading sequence improvements: UI message when loading with no items, higher camera position, loading items one by one, and a weight fill bar to convey capacity. (Commits: db3bbf60dc070e6dcc85b8e5189e677077c759c5; 47ecfe2e107c875dacdf30604aca517f36e45ac5; 43ab6f1a7d5a6dd6d7134bfb032776cb59cac5db) - Detection Bar UI integration: implemented detection bar at the top and ongoing work; converted into a reusable prefab for consistency. (Commits: 45a7bc772d4b4758d5cca291171c7fc05f92e3ec; 17930fadf501b6f2547669528a5bca2d898ec9dc) - Level environment and decorations enhancements: expanded streetlights and decorations, lighting adjustments, new walls, and cleanup of stray objects to improve ambience and wayfinding. (Multiple commits including 42f5a18960b0b9ff23f1c1e181ef0e4ae0709f02; bccb10d777da8ad82720fda16ec29098418138ae; f6dd78b9f11f223b7508d3ef7aacf7c92cb68090; 2c7a69f4cb9d103108332b1cbc3dcaec81fa4d00) - Gameplay and stability improvements: expanded stealables, fixed DVD stealables, added missing rigidbodies for accurate physics, and other stability tweaks. (Commits: 09e6c4535c1abda74a479cc35624f8f6adb10bd9; 13238dc3918e2d574b72e71dd59887b49aa867e3; 899a677d3b8f0cc6c485ffaef89c6b98c4388440) - UI/UX: visual and interactivity polish: main menu color theme update, dynamic lock-picking color adaptation, and lock-picking canvas behavior adjustments. (Commits: 6c3ecc974f12930d2c1f61f92af3a937d98f643f; c03736cd4aed7d5c2e9e49346e825badbfa6f871; a55e79fdffa81be070f68bc4f8cd77380b58e0f2) - Navmesh and structural optimizations: rebaked navigation mesh to fix pathfinding, reorganized level prefab for reuse, and other structural refinements. (Commits: 4042aef6f9cc737dcdf2d670ace2baaff1c64dc1; ebd483f149f9ffb6e27ff91ad7bb6f9846d7952f) - Shop and interaction expansion: shop building prefab and exterior decoration initiation to accelerate future iterations. (Commit: e3d7b993dc720feba9f5c416262f292ed7b1dc07) - Misc cleanup: removal of unintended placements to keep the scene clean and maintainable. (Commit: 6243ce1d8d8f5add88527a43cffb421ef346ca97) Major bugs fixed: - Merge conflict resolution in batch patch. (Commit: 59b346c4d47a278f8a662bc09d6282514e7d049a) - Indoor doors now reliably open as intended. (Related to lockpicking/door interaction work in commits above) - Rewired and rebaked navigation mesh to restore reliable pathfinding. (Commit: 4042aef6f9cc737dcdf2d670ace2baaff1c64dc1) - Removed unintended placements to keep the scene clean and stable. (Commit: 6243ce1d8d8f5add88527a43cffb421ef346ca97) - DVD stealables fixed and missing rigidbodies added to stabilize physics. (Commits: 13238dc3918e2d574b72e71dd59887b49aa867e3; 899a677d3b8f0cc6c485ffaef89c6b98c4388440) - Reverted a Lock Picking canvas change to restore expected behavior. (Commit: a55e79fdffa81be070f68bc4f8cd77380b58e0f2) Overall impact and accomplishments: - Accelerated feature delivery across core gameplay loops (lockpicking, stealth, and interactions) with measurable UX improvements and reduced dead ends, contributing to a more engaging and intuitive player experience. - Substantial improvements to visuals and ambience, better navigation, and scalable UI with reusable components, facilitating faster iteration and cross-scene consistency. - Performance and stability gains from physics integrity work (rigidbodies), collider cleanup, and navmesh fixes, reducing runtime issues and improving frame consistency in crowded scenes. Technologies and skills demonstrated: - Unity 3D development, C# scripting, and UI/UX design (including prefabs and responsive canvases) - Navmesh baking and pathfinding optimization - Prefab-driven architecture for consistent UI across scenes - Asset organization, level streaming, and performance considerations Business value: - Enhanced player experience and perceived quality with smoother interactions and clearer feedback. - Reduced iteration time through reusable UI components and consolidated scene structure. - Improved stability in critical gameplay loops (lockpicking, stealth, item interactions), supporting longer play sessions and monetization opportunities.
February 2025 monthly summary for nhaticus/Cash-the-Cache. Delivered a major Van System overhaul with a new van prefab, transfer/refactor logic, and new stealable objects to expand gameplay and loot interactions. Implemented Lock-Picking progression and integrated a minigame, including a hold-to-load mechanic to deepen player decisions. Enhanced Safe and Doors systems with multiple safes, new safe prefab, improved AI interaction, and auto-open/close behavior for doors, supported by an AI-tagging upgrade. Established a UI Prefab System to streamline UI development and enable prefab-based UI across scenes. Improved scene stability and visuals through raycast/crosshair fixes, reliable van scene transitions, and main-level layout tweaks with a navmesh rebake. Ongoing code quality work included cleanup and refactoring to remove obsolete managers/canvases and consolidate lock-pick assets for maintainability.
February 2025 monthly summary for nhaticus/Cash-the-Cache. Delivered a major Van System overhaul with a new van prefab, transfer/refactor logic, and new stealable objects to expand gameplay and loot interactions. Implemented Lock-Picking progression and integrated a minigame, including a hold-to-load mechanic to deepen player decisions. Enhanced Safe and Doors systems with multiple safes, new safe prefab, improved AI interaction, and auto-open/close behavior for doors, supported by an AI-tagging upgrade. Established a UI Prefab System to streamline UI development and enable prefab-based UI across scenes. Improved scene stability and visuals through raycast/crosshair fixes, reliable van scene transitions, and main-level layout tweaks with a navmesh rebake. Ongoing code quality work included cleanup and refactoring to remove obsolete managers/canvases and consolidate lock-pick assets for maintainability.
January 2025 monthly summary for nhaticus/Cash-the-Cache. Focused on establishing a reusable level setup via prefab to accelerate level design and improve consistency across the game. No major bugs reported this month.
January 2025 monthly summary for nhaticus/Cash-the-Cache. Focused on establishing a reusable level setup via prefab to accelerate level design and improve consistency across the game. No major bugs reported this month.
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