
Evan Lake developed modular gameplay and environment features for the Shinoyhe/Project_TRT and GDACollab/Well-Witches repositories, focusing on scalable systems and polished user experience. He implemented interactable object highlighting, refined environment layouts, and overhauled camera and mailroom systems using Unity and C#. Evan enhanced combat mechanics and enemy AI, introduced modular UI elements, and improved prefab management to reduce scene dependencies. His technical approach emphasized asset integration, scripting, and scene design, resulting in faster iteration cycles and improved gameplay feel. The depth of his work is reflected in robust feature delivery, maintainable code, and a foundation for future extensibility.

April 2025 monthly summary for GDACollab/Well-Witches and Shinoyhe/Project_TRT. Focused on delivering modular, visually polished features, refactors to improve reliability, and capability improvements across combat, UI, and camera systems. Notable deliveries include the Warden HUD displayer and prefab healthgate in Well-Witches, AI and ability enhancements for melee combat and Gourd Forge, and comprehensive camera, mailroom, and prefab refinements in Project_TRT. These efforts reduce scene dependencies, improve gameplay feel, and set the stage for scalable future features. Business value: faster iteration cycles, cleaner asset pipelines, and a richer player experience across maps.
April 2025 monthly summary for GDACollab/Well-Witches and Shinoyhe/Project_TRT. Focused on delivering modular, visually polished features, refactors to improve reliability, and capability improvements across combat, UI, and camera systems. Notable deliveries include the Warden HUD displayer and prefab healthgate in Well-Witches, AI and ability enhancements for melee combat and Gourd Forge, and comprehensive camera, mailroom, and prefab refinements in Project_TRT. These efforts reduce scene dependencies, improve gameplay feel, and set the stage for scalable future features. Business value: faster iteration cycles, cleaner asset pipelines, and a richer player experience across maps.
March 2025 monthly summary for Shinoyhe/Project_TRT: Implemented comprehensive environment layout refinements for alleyway and EnvInteractables scenes, including object placements, rotations, camera perspectives, collider tuning, and synchronized audio timing to improve visual fidelity and scene pacing. This work enhances immersion, reduces QA rework, and lays groundwork for upcoming interaction features in the project.
March 2025 monthly summary for Shinoyhe/Project_TRT: Implemented comprehensive environment layout refinements for alleyway and EnvInteractables scenes, including object placements, rotations, camera perspectives, collider tuning, and synchronized audio timing to improve visual fidelity and scene pacing. This work enhances immersion, reduces QA rework, and lays groundwork for upcoming interaction features in the project.
Concise monthly summary for 2025-01 focusing on business value and technical achievements for Shinoyhe/Project_TRT. Emphasis on delivering a robust interaction UX enhancement and validating its impact on user experience and development velocity.
Concise monthly summary for 2025-01 focusing on business value and technical achievements for Shinoyhe/Project_TRT. Emphasis on delivering a robust interaction UX enhancement and validating its impact on user experience and development velocity.
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