
Worked on the bboster/GeistHeist repository to deliver the foundational traversal level layout and initialization for a new game environment. Refactored the level hierarchy and updated scene structure to support scalable level design, introducing new possessable elements and integrating save-file functionality for persistent game state. Leveraged Unity Engine, C#, and JSON to implement asset integration and scene management, ensuring reliable level loading and configuration. The work established a robust framework for future gameplay features and quality assurance, focusing on maintainability and extensibility. No bugs were addressed during this period, with efforts concentrated on feature development and core system architecture.
October 2025 monthly summary for bboster/GeistHeist: Delivered foundational traversal level layout and initialization, refactored level hierarchy for scalable design, introduced possessables, and completed final level configuration with save-file integration. This work enables reliable level loading, saves persistence, and sets the stage for upcoming gameplay features and QA validation.
October 2025 monthly summary for bboster/GeistHeist: Delivered foundational traversal level layout and initialization, refactored level hierarchy for scalable design, introduced possessables, and completed final level configuration with save-file integration. This work enables reliable level loading, saves persistence, and sets the stage for upcoming gameplay features and QA validation.

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