
Eric Wong Liu developed core gameplay systems and UI features for the Blue-Square-Legion/Tower repository, focusing on combat mechanics, navigation, and player experience. He engineered a modular spell and enemy framework in Unity using C# scripting, integrating features like a player hit system, rune keybinds, and a mana resource system. His work included optimizing NavMesh pathfinding, implementing per-wave path visualization, and refining asset pipelines for efficient iteration. By addressing stability through bug fixes and code cleanup, Eric enabled faster development cycles and more reliable releases. His contributions demonstrated depth in 3D modeling integration, animation, and performance tuning within a game development context.

February 2025 update for Blue-Square-Legion/Tower: Delivered key path visualization enhancements to improve player UX and gameplay clarity. Implemented breathing animation for path indicators and restricted rendering to the current wave's paths, reducing UI clutter and enemy render workload. No major bugs reported this month. Overall impact: smoother, more readable path feedback during waves, enabling better strategic decisions and paving the way for scalable UI optimizations in future releases. Technologies/skills demonstrated include UI/UX animation, per-wave visibility logic, lightweight rendering optimization, and strong change traceability through concise commits.
February 2025 update for Blue-Square-Legion/Tower: Delivered key path visualization enhancements to improve player UX and gameplay clarity. Implemented breathing animation for path indicators and restricted rendering to the current wave's paths, reducing UI clutter and enemy render workload. No major bugs reported this month. Overall impact: smoother, more readable path feedback during waves, enabling better strategic decisions and paving the way for scalable UI optimizations in future releases. Technologies/skills demonstrated include UI/UX animation, per-wave visibility logic, lightweight rendering optimization, and strong change traceability through concise commits.
January 2025 performance summary for Blue-Square-Legion/Tower: Delivered core feature enhancements and stability fixes with a strong emphasis on gameplay quality, AI/navigation performance, and content polish. Key outcomes include enabling asset pipeline efficiency through read/write access, refreshing the mana system, a comprehensive navmesh overhaul, and combat visuals upgrades. Additionally, new level assets and portal-level improvements were integrated, along with rune icon/credits updates. Critical fixes ensured first-wave visibility and stable main-branch integration, setting a solid foundation for upcoming milestones.
January 2025 performance summary for Blue-Square-Legion/Tower: Delivered core feature enhancements and stability fixes with a strong emphasis on gameplay quality, AI/navigation performance, and content polish. Key outcomes include enabling asset pipeline efficiency through read/write access, refreshing the mana system, a comprehensive navmesh overhaul, and combat visuals upgrades. Additionally, new level assets and portal-level improvements were integrated, along with rune icon/credits updates. Critical fixes ensured first-wave visibility and stable main-branch integration, setting a solid foundation for upcoming milestones.
Month: 2024-12 — Summary: Delivered a stable foundation for the Blue-Square-Legion/Tower project and a first wave of gameplay features, focusing on core setup, progression, combat polish, and UI improvements. The month established production readiness and set the stage for continued development with a clean codebase and robust bug fixes. What was delivered: - Core initialization and asset import pipeline, including bootstrap, animations, hex assets, lighting effects, and Ice Tower prefab updates, creating a stable base for the project. - Level progression groundwork with Level 1 and Level 2 completion milestones, enabling early gameplay flow and testing of progression hooks. - UI enhancements and polish, including a new credits screen, Level 1 UI fixes, and a radial cooldown UI improvement to improve visibility and user experience. - Combat mechanics and rune system improvements, with a stun mechanic, taunt logic (two implementations), a cleanse rune, and fixes to rune behavior. - Stability, bug fixes, and code quality improvements, covering navmesh/pathfinding fixes, UI bug resolutions (path UI and title screen), tower targeting, hiding tower selection during rune cast, merge conflict resolution, and cleanup of unused code. Business impact: - Faster iteration cycles and reduced risk due to a stable base and cleaned codebase. - Improved player engagement and perceived value through new mechanics and UI polish. - Clear progression and combat systems that support future content and monetization pathways. Technologies/skills demonstrated: - Unity-like asset pipelines, prefab-based scene composition, and asset import workflows. - Navmesh/pathfinding, UI systems, and combat mechanic design (stun/taunt/rune systems). - Code maintenance practices including cleanup and merge conflict resolution.
Month: 2024-12 — Summary: Delivered a stable foundation for the Blue-Square-Legion/Tower project and a first wave of gameplay features, focusing on core setup, progression, combat polish, and UI improvements. The month established production readiness and set the stage for continued development with a clean codebase and robust bug fixes. What was delivered: - Core initialization and asset import pipeline, including bootstrap, animations, hex assets, lighting effects, and Ice Tower prefab updates, creating a stable base for the project. - Level progression groundwork with Level 1 and Level 2 completion milestones, enabling early gameplay flow and testing of progression hooks. - UI enhancements and polish, including a new credits screen, Level 1 UI fixes, and a radial cooldown UI improvement to improve visibility and user experience. - Combat mechanics and rune system improvements, with a stun mechanic, taunt logic (two implementations), a cleanse rune, and fixes to rune behavior. - Stability, bug fixes, and code quality improvements, covering navmesh/pathfinding fixes, UI bug resolutions (path UI and title screen), tower targeting, hiding tower selection during rune cast, merge conflict resolution, and cleanup of unused code. Business impact: - Faster iteration cycles and reduced risk due to a stable base and cleaned codebase. - Improved player engagement and perceived value through new mechanics and UI polish. - Clear progression and combat systems that support future content and monetization pathways. Technologies/skills demonstrated: - Unity-like asset pipelines, prefab-based scene composition, and asset import workflows. - Navmesh/pathfinding, UI systems, and combat mechanic design (stun/taunt/rune systems). - Code maintenance practices including cleanup and merge conflict resolution.
2024-11 monthly summary for Blue-Square-Legion/Tower. Delivered core combat and spell infrastructure, navigation and pathfinding improvements, UI/rune enhancements, and startup/prototyping tooling, while stabilizing critical gameplay systems to enable faster iteration and reliable releases. Key features delivered include a combat/spell framework (Player Hit System) with Meteor, Lightning, and Confusion spells, plus the introduction of Ghost Enemy to diversify encounters. UI and UX improvements cover Rune keybinds with preview, core UI and cooldowns, and a rune/tower selection toggle to streamline in-game actions. Navigation and pathfinding were hardened with a dedicated NavMesh setup, Drawpath visualization, and a path visibility toggle, complemented by AutoStart integration to accelerate onboarding and startup flows. Wave system enhancements provide a new wave function and template for varied pacing, enabling more scalable level design. Level tooling and stability improvements include updated tower placement fixes, camera/navmesh stabilization, inspector variable assignments, and EditorBuildSettings housekeeping. Overall, these changes reduce startup friction, increase gameplay engagement, and enhance development velocity for future iterations.
2024-11 monthly summary for Blue-Square-Legion/Tower. Delivered core combat and spell infrastructure, navigation and pathfinding improvements, UI/rune enhancements, and startup/prototyping tooling, while stabilizing critical gameplay systems to enable faster iteration and reliable releases. Key features delivered include a combat/spell framework (Player Hit System) with Meteor, Lightning, and Confusion spells, plus the introduction of Ghost Enemy to diversify encounters. UI and UX improvements cover Rune keybinds with preview, core UI and cooldowns, and a rune/tower selection toggle to streamline in-game actions. Navigation and pathfinding were hardened with a dedicated NavMesh setup, Drawpath visualization, and a path visibility toggle, complemented by AutoStart integration to accelerate onboarding and startup flows. Wave system enhancements provide a new wave function and template for varied pacing, enabling more scalable level design. Level tooling and stability improvements include updated tower placement fixes, camera/navmesh stabilization, inspector variable assignments, and EditorBuildSettings housekeeping. Overall, these changes reduce startup friction, increase gameplay engagement, and enhance development velocity for future iterations.
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