
Helena Bjeletich developed core gameplay systems and user experiences for the hbjeletich/G4G-SP25 Unity repository over nine months, delivering features such as a unified game hub, motion tracking manager, and data-driven UI enhancements. She applied C# and Python scripting to implement cross-domain input handling, live-skeleton animation, and analytics instrumentation, focusing on maintainability and modularity. Her work included refactoring audio and asset management, integrating Wwise for multi-platform audio, and improving calibration and tracking accuracy. By emphasizing code documentation, configuration management, and robust state handling, Helena ensured the project’s scalability and reliability, supporting both rapid feature development and long-term stability.
March 2026 monthly summary for hbjeletich/G4G-SP25: Delivered core gameplay and UX enhancements focused on body tracking, calibration, animation, and visuals. Updated dependencies and configurations to improve performance and accuracy, introduced a Unity calibration scene to streamline user setup, and deployed an advanced animation system with live-skeleton visualization and improved tutorial transitions. Added a star timer UI for camera snap to clearly indicate progress, and refreshed Rhythm Kitchen animations and sprites to enhance game visuals. No major bugs documented this month; ongoing stability and quality improvements are tracked via commit logs.
March 2026 monthly summary for hbjeletich/G4G-SP25: Delivered core gameplay and UX enhancements focused on body tracking, calibration, animation, and visuals. Updated dependencies and configurations to improve performance and accuracy, introduced a Unity calibration scene to streamline user setup, and deployed an advanced animation system with live-skeleton visualization and improved tutorial transitions. Added a star timer UI for camera snap to clearly indicate progress, and refreshed Rhythm Kitchen animations and sprites to enhance game visuals. No major bugs documented this month; ongoing stability and quality improvements are tracked via commit logs.
February 2026 — hbjeletich/G4G-SP25: Implemented instrumentation for Minigame Stars Placement to enable gameplay analytics and user engagement insights. All changes were made in StarManager.cs and traceable to commit 9ad2064576086e57e7b35a8e084ace4191ba1368, delivering measurable business value through data-driven tuning opportunities. No major bugs fixed this month for this repo.
February 2026 — hbjeletich/G4G-SP25: Implemented instrumentation for Minigame Stars Placement to enable gameplay analytics and user engagement insights. All changes were made in StarManager.cs and traceable to commit 9ad2064576086e57e7b35a8e084ace4191ba1368, delivering measurable business value through data-driven tuning opportunities. No major bugs fixed this month for this repo.
January 2026: Delivered Unity Editor Font Asset Enhancement and Editor Script Conditional Compilation for hbjeletich/G4G-SP25. This work improves font asset adjustments and editor script build isolation, contributing to a smoother Unity development workflow and more reliable editor builds. No major bugs reported for this repository in January 2026. Overall impact includes faster iteration on UI/text assets and cleaner editor scripting practices, aligning with ongoing asset pipeline improvements. Technologies demonstrated include Unity Editor scripting, font asset management, and conditional compilation techniques.
January 2026: Delivered Unity Editor Font Asset Enhancement and Editor Script Conditional Compilation for hbjeletich/G4G-SP25. This work improves font asset adjustments and editor script build isolation, contributing to a smoother Unity development workflow and more reliable editor builds. No major bugs reported for this repository in January 2026. Overall impact includes faster iteration on UI/text assets and cleaner editor scripting practices, aligning with ongoing asset pipeline improvements. Technologies demonstrated include Unity Editor scripting, font asset management, and conditional compilation techniques.
December 2025 — G4G-SP25 delivered a UI-centric growth sprint focused on engagement, stability, and maintainability. Key features were implemented with a data-driven approach and tight commit traceability, while core arcade experiences were stabilized and the audio/scene flow was hardened for smoother user interactions.
December 2025 — G4G-SP25 delivered a UI-centric growth sprint focused on engagement, stability, and maintainability. Key features were implemented with a data-driven approach and tight commit traceability, while core arcade experiences were stabilized and the audio/scene flow was hardened for smoother user interactions.
October 2025—Delivered a unified Motion Tracking Manager across Golf, Swimming, Sewing, and Ship domains, featuring per-domain configurations, input action refinements, and scene updates. Completed Captury SDK removal cleanup to reduce dependency debt and improve maintainability. These efforts reduce integration complexity, accelerate feature cycles, and enhance system stability. Key technical achievements include a cross-domain configuration engine, per-domain config rollout, and build-time dependency cleanup.
October 2025—Delivered a unified Motion Tracking Manager across Golf, Swimming, Sewing, and Ship domains, featuring per-domain configurations, input action refinements, and scene updates. Completed Captury SDK removal cleanup to reduce dependency debt and improve maintainability. These efforts reduce integration complexity, accelerate feature cycles, and enhance system stability. Key technical achievements include a cross-domain configuration engine, per-domain config rollout, and build-time dependency cleanup.
In August 2025, delivered Audio Persistence and Transition Improvements for Ship and Fishing Modes in hbjeletich/G4G-SP25. Refactored audio persistence to ensure proper music and ambient sound handling across ship and fishing game modes, added fade-in/out transitions, and stopped audio when returning to the main game selection screen. This work reduces cross-mode audio glitches, improves player immersion, and provides a solid foundation for future audio enhancements. Impact: Enhanced user experience across modes, smoother transitions, and more reliable audio behavior, contributing to higher player satisfaction and retention potential. The work is tied to a single commit that encapsulates the audio fixes and refactor. Techniques/Skills demonstrated: Audio subsystem refactoring, cross-module integration, state management for media playback, and careful UX-oriented audio sequencing.
In August 2025, delivered Audio Persistence and Transition Improvements for Ship and Fishing Modes in hbjeletich/G4G-SP25. Refactored audio persistence to ensure proper music and ambient sound handling across ship and fishing game modes, added fade-in/out transitions, and stopped audio when returning to the main game selection screen. This work reduces cross-mode audio glitches, improves player immersion, and provides a solid foundation for future audio enhancements. Impact: Enhanced user experience across modes, smoother transitions, and more reliable audio behavior, contributing to higher player satisfaction and retention potential. The work is tied to a single commit that encapsulates the audio fixes and refactor. Techniques/Skills demonstrated: Audio subsystem refactoring, cross-module integration, state management for media playback, and careful UX-oriented audio sequencing.
Monthly summary for 2025-07 focusing on the hbjeletich/G4G-SP25 project. The month delivered a cohesive UI system, expanded gameplay, and key data/analytics capabilities, while removing some legacy constraints to improve pacing and UX.
Monthly summary for 2025-07 focusing on the hbjeletich/G4G-SP25 project. The month delivered a cohesive UI system, expanded gameplay, and key data/analytics capabilities, while removing some legacy constraints to improve pacing and UX.
June 2025 (hbjeletich/G4G-SP25) focused on improving Unity project maintainability and refining input handling. Delivered extensive in-code documentation to clarify data flows, input handling, tracking systems, and UI logic, and updated DistanceMeter.cs to clarify hip abduction input handling and state management. These changes prioritize code quality and long-term reliability, establishing a solid foundation for future feature work with reduced onboarding effort and lower risk of defects.
June 2025 (hbjeletich/G4G-SP25) focused on improving Unity project maintainability and refining input handling. Delivered extensive in-code documentation to clarify data flows, input handling, tracking systems, and UI logic, and updated DistanceMeter.cs to clarify hip abduction input handling and state management. These changes prioritize code quality and long-term reliability, establishing a solid foundation for future feature work with reduced onboarding effort and lower risk of defects.
April 2025 monthly summary for hbjeletich/G4G-SP25. Delivered core gameplay hub with scene navigation and host readiness, integrated Wwise audio for cross‑platform support, and improved project structure for maintainability. Expanded the swimming experience with deep ocean visuals and starting scene; refreshed title/start screens; stabilized restart/input handling to prevent duplicate launches; progressed Captury-based host selection workflow for testing; updated project documentation.
April 2025 monthly summary for hbjeletich/G4G-SP25. Delivered core gameplay hub with scene navigation and host readiness, integrated Wwise audio for cross‑platform support, and improved project structure for maintainability. Expanded the swimming experience with deep ocean visuals and starting scene; refreshed title/start screens; stabilized restart/input handling to prevent duplicate launches; progressed Captury-based host selection workflow for testing; updated project documentation.

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