
Worked on the uni-bremen-agst/SEE repository to enhance facial animation and avatar systems within a one-month period. Developed a unified 'Merged_Mouth_Open' blendshape across multiple characters, updating textures and materials to improve expression consistency in both gameplay and cinematics. Established the foundation for scalable avatar customization by initializing the Yvo Avatar Management framework. Introduced an Aim Transform component to player prefabs, enabling more precise aiming and refined interaction mechanics. Focused on asset management and pipeline stability, including asset cleanups and blendshape resets. Utilized Unity, C#, and C++ to deliver features that support robust animation, asset workflows, and future extensibility.
November 2025 (2025-11) performance summary for uni-bremen-agst/SEE. Focused on delivering facial animation enhancements, avatar management groundwork, and precise aiming mechanics, while maintaining asset cleanliness and pipeline stability. Business value achieved through unified expression capabilities, scalable avatar customization, and improved interaction fidelity across gameplay and cinematics.
November 2025 (2025-11) performance summary for uni-bremen-agst/SEE. Focused on delivering facial animation enhancements, avatar management groundwork, and precise aiming mechanics, while maintaining asset cleanliness and pipeline stability. Business value achieved through unified expression capabilities, scalable avatar customization, and improved interaction fidelity across gameplay and cinematics.

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