
Contributed to LittleWallSt/LifeUnderPressure by developing new enemy types and refining gameplay systems over a two-month period. Delivered the SpiderCrab and Cookie Shark enemies, each with custom prefabs, AI navigation, and animation logic, while integrating them into scene management and the in-game encyclopedia. Enhanced aquatic enemy physics using Unity’s Rigidbody and CapsuleCollider components, and improved collision handling through layer-based organization. Addressed navigation bugs for existing enemies by tuning NavMesh assets and animation speeds. Streamlined the user interface by removing obsolete elements and stabilizing text rendering. Work was implemented primarily in C# and Unity, emphasizing maintainability and immersive player experience.
Month 2024-11: Delivered gameplay polish and new AI content, with targeted fixes and UI refinements that boost player engagement and maintainability. Key features delivered include a new Cookie Shark enemy with animations and state logic (approaching, biting, fleeing), integrated into encyclopedia and scene management, with tuned detection distance and pathing for balance. Major bug fixes include Crab navigation and movement improvements addressing NavMesh-related issues for more reliable traversal. UI cleanup removed obsolete elements and stabilized text rendering (fonts/assets references, colors for inactive/inRange/scanning). These efforts produced a more immersive player experience, clearer UI, and a more maintainable codebase.
Month 2024-11: Delivered gameplay polish and new AI content, with targeted fixes and UI refinements that boost player engagement and maintainability. Key features delivered include a new Cookie Shark enemy with animations and state logic (approaching, biting, fleeing), integrated into encyclopedia and scene management, with tuned detection distance and pathing for balance. Major bug fixes include Crab navigation and movement improvements addressing NavMesh-related issues for more reliable traversal. UI cleanup removed obsolete elements and stabilized text rendering (fonts/assets references, colors for inactive/inRange/scanning). These efforts produced a more immersive player experience, clearer UI, and a more maintainable codebase.
October 2024 monthly summary for LittleWallSt/LifeUnderPressure: Delivered new enemy type, improved physics fidelity for aquatic enemies, and laid groundwork for scalable enemy systems. Focused on realistic behavior, collision handling, and scene organization to support longer-term gameplay iteration and performance.
October 2024 monthly summary for LittleWallSt/LifeUnderPressure: Delivered new enemy type, improved physics fidelity for aquatic enemies, and laid groundwork for scalable enemy systems. Focused on realistic behavior, collision handling, and scene organization to support longer-term gameplay iteration and performance.

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