
Over three months, Foster contributed to julianjriley/ByHookOrByCrook by developing core gameplay systems, refining boss encounters, and enhancing UI/UX across multiple modules. Foster implemented a scene transitions framework in Unity using C#, enabling seamless navigation between Bait Select, Fishing, Loadout, and combat scenes. He expanded the boss framework with new attack patterns, phase-based prefab organization, and cinematic transitions, improving both maintainability and player experience. Foster also overhauled asset management, reorganized ink and attack assets, and delivered comprehensive UI polish with responsive controls and accessibility features. His work addressed stability, performance, and code quality, resulting in a robust, maintainable codebase.

December 2024 monthly summary for julianjriley/ByHookOrByCrook: Key deliverables and outcomes: - Scene Transitions Core System implemented across core game modules (Bait Select, Fishing, Loadout, Hub, Practice Arena, Cashout) with a SceneTransitionsHandler that exposes the done-loading state, enabling reliable cross-scene flows and reducing load-time gaps. - Expanded boss encounter framework: timed attack sequence spawning system, new attack prefabs (Vertical Laser, Heart Stamp/Bomb, Spinning Death), and added extra phases for each boss half; integrated intro cinematics/UI and start-of-boss transitions for Boss 1–3; introduced invincibility VFX and related polish. - Ink/attack asset overhaul: reorganized ink-related assets into dedicated folders, fixed ink portal sorting, and completed final adjustments to ink-prefab designs; refactored attack prefab structure by phase to streamline future additions and maintenance. - UI/UX and visuals polish: comprehensive updates across Bait Select, Loadout, Fishing, and Cashout screens, including animated water backgrounds, updated fonts and tooltips, improved opacity and drop shadows, and consistent boss intro UI; cursor and crosshair UX improvements and responsive scaling. - Stability and quality improvements: fixed input-handling crashes during weapon swaps, resolved start/intermission transition edge-cases, performed FMOD log cleanup, removed stray debug/imports, and implemented general code cleanups to reduce regression risk. Overall impact: - Significantly improved stability, user experience, and visual polish, enabling smoother progression through transitions and boss encounters; expanded combat choreography with richer, balanced attacks; and established a more maintainable asset and prefab workflow for faster future iterations. Technologies/skills demonstrated: - Unity/C#, prefab-driven architecture, Scene Transitions framework, FMOD integration and cleanup, animation polish, UI/UX design, gameplay balancing, and proactive debugging.
December 2024 monthly summary for julianjriley/ByHookOrByCrook: Key deliverables and outcomes: - Scene Transitions Core System implemented across core game modules (Bait Select, Fishing, Loadout, Hub, Practice Arena, Cashout) with a SceneTransitionsHandler that exposes the done-loading state, enabling reliable cross-scene flows and reducing load-time gaps. - Expanded boss encounter framework: timed attack sequence spawning system, new attack prefabs (Vertical Laser, Heart Stamp/Bomb, Spinning Death), and added extra phases for each boss half; integrated intro cinematics/UI and start-of-boss transitions for Boss 1–3; introduced invincibility VFX and related polish. - Ink/attack asset overhaul: reorganized ink-related assets into dedicated folders, fixed ink portal sorting, and completed final adjustments to ink-prefab designs; refactored attack prefab structure by phase to streamline future additions and maintenance. - UI/UX and visuals polish: comprehensive updates across Bait Select, Loadout, Fishing, and Cashout screens, including animated water backgrounds, updated fonts and tooltips, improved opacity and drop shadows, and consistent boss intro UI; cursor and crosshair UX improvements and responsive scaling. - Stability and quality improvements: fixed input-handling crashes during weapon swaps, resolved start/intermission transition edge-cases, performed FMOD log cleanup, removed stray debug/imports, and implemented general code cleanups to reduce regression risk. Overall impact: - Significantly improved stability, user experience, and visual polish, enabling smoother progression through transitions and boss encounters; expanded combat choreography with richer, balanced attacks; and established a more maintainable asset and prefab workflow for faster future iterations. Technologies/skills demonstrated: - Unity/C#, prefab-driven architecture, Scene Transitions framework, FMOD integration and cleanup, animation polish, UI/UX design, gameplay balancing, and proactive debugging.
Month: 2024-11 — julianjriley/ByHookOrByCrook Overview: Focused on delivering a robust boss ecosystem, visual polish, and stability improvements to advance toward a polished, playable build. Work spanned new boss systems, enemy variants, end-to-end boss scenes, UI/UX refinements, asset organization, and a broad set of stability fixes.
Month: 2024-11 — julianjriley/ByHookOrByCrook Overview: Focused on delivering a robust boss ecosystem, visual polish, and stability improvements to advance toward a polished, playable build. Work spanned new boss systems, enemy variants, end-to-end boss scenes, UI/UX refinements, asset organization, and a broad set of stability fixes.
October 2024 — Delivered meaningful UI and gameplay improvements, expanded content, and improved stability for julianjriley/ByHookOrByCrook. Key UX wins include text bubbles layered in the foreground and refined popup rendering; content breadth expanded with fishing pool buff updates and Jellyfish naming; beta-scene integration and boss mechanics/UI enhancements. Bug fixes across loadout configs, camera stability, and known issues; and tuned balance for player projectiles and core combat.
October 2024 — Delivered meaningful UI and gameplay improvements, expanded content, and improved stability for julianjriley/ByHookOrByCrook. Key UX wins include text bubbles layered in the foreground and refined popup rendering; content breadth expanded with fishing pool buff updates and Jellyfish naming; beta-scene integration and boss mechanics/UI enhancements. Bug fixes across loadout configs, camera stability, and known issues; and tuned balance for player projectiles and core combat.
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