
Zenn Hill developed core gameplay systems and visual infrastructure for the Meleznian/IGB300-Game repository over five months, focusing on 2D game mechanics, hazard design, and camera control. Using Unity and C#, Zenn engineered features such as a modular player combat system, dynamic hazards like KillWall and SteamTrap, and a parallax background system with procedural generation. Their technical approach emphasized reusable prefabs, robust input handling, and stability through defensive programming and bug fixes. By iteratively tuning gameplay parameters and refining asset pipelines, Zenn delivered maintainable, scalable code that improved player experience, streamlined future content creation, and reduced integration effort for the team.

October 2025 (Meleznian/IGB300-Game) Monthly Summary: Focused on stability and gameplay tuning for KillWall. Key features delivered: KillWall Parameter Tuning to refine behavior (nearDist 5 -> 8.5; farDist 8 -> 10). Major bugs fixed: KillWall Instantiation Bug Fix to ensure a single, stable instance. Overall impact: improved gameplay balance, runtime stability, and maintainability; enables easier future tuning and faster iteration on combat mechanics. Technologies/skills demonstrated: parameter tuning, prefab lifecycle management, and traceable change history through commits.
October 2025 (Meleznian/IGB300-Game) Monthly Summary: Focused on stability and gameplay tuning for KillWall. Key features delivered: KillWall Parameter Tuning to refine behavior (nearDist 5 -> 8.5; farDist 8 -> 10). Major bugs fixed: KillWall Instantiation Bug Fix to ensure a single, stable instance. Overall impact: improved gameplay balance, runtime stability, and maintainability; enables easier future tuning and faster iteration on combat mechanics. Technologies/skills demonstrated: parameter tuning, prefab lifecycle management, and traceable change history through commits.
Performance summary for September 2025 (Meleznian/IGB300-Game). Delivered a comprehensive dynamic background and hazard system overhaul that enhances visual fidelity, gameplay pacing, and maintainability. Implemented a distance-aware KillWall mechanic, a BackgroundSequenceLooper, and multiple parallax layers with procedural background sequences and seamless transitions in the RunnerDemo scene. Also tuned hazards and aligned visuals in RunnerDemo, including refactoring FireJet damage logic, improving particle control, setting safe defaults for damage parameters, and correcting the player's Y-position to fix visual misalignment. These changes provide a scalable foundation for future level design, improve player immersion, and reduce bug recurrence, delivering measurable business value through faster iteration cycles and richer player experiences.
Performance summary for September 2025 (Meleznian/IGB300-Game). Delivered a comprehensive dynamic background and hazard system overhaul that enhances visual fidelity, gameplay pacing, and maintainability. Implemented a distance-aware KillWall mechanic, a BackgroundSequenceLooper, and multiple parallax layers with procedural background sequences and seamless transitions in the RunnerDemo scene. Also tuned hazards and aligned visuals in RunnerDemo, including refactoring FireJet damage logic, improving particle control, setting safe defaults for damage parameters, and correcting the player's Y-position to fix visual misalignment. These changes provide a scalable foundation for future level design, improve player immersion, and reduce bug recurrence, delivering measurable business value through faster iteration cycles and richer player experiences.
August 2025: Delivered core gameplay and visual polish for Meleznian/IGB300-Game, with a focus on player feel, camera stability, and seamless background looping. All work is tracked via specific commits and integrated into the existing scene (Player_Test_Yuma). No explicit bug fixes were reported in this period; improvements address stability and UX.
August 2025: Delivered core gameplay and visual polish for Meleznian/IGB300-Game, with a focus on player feel, camera stability, and seamless background looping. All work is tracked via specific commits and integrated into the existing scene (Player_Test_Yuma). No explicit bug fixes were reported in this period; improvements address stability and UX.
May 2025 — Meleznian/IGB300-Game: Hazard system expansion and combat tuning driving deeper gameplay, stronger stability, and clearer ownership traceability. Key features delivered (with commits): - SteamTrap Hazard — damage-over-time in trigger zone. Commit: c5f59c2c82ec507dcde564277f1cb803bded5c05 (Steam Vent). - Landmine Hazard — prefab with script, camera shake; damage on contact. Commit: 34cfe8aa58ab9061236670d0101e49f2d66e3e5f. - Hazard System Expansion — added FireJet, MountedLaser, MovingPlatform; includes EnemyBase null-check bug fix. Commit: 00fd5d4aa32ea5e94656d478b52243f7e1d56c6c. - Attack Cooldown System — cooldown timers for melee and ranged attacks to prevent rapid succession. Commit: 25b6274b5d0ba0f688fa03eeaa5a5eadc4d9bb88. - Glyph/Texture Cleanup — removed glyph/texture data from Steam Punk Flyer SDF.asset. Commit: 973fce7046801f0ab3a9a9d0e77667d27bf30c59. - Stage Bounds for Camera — added stage bounds and updated CameraFollow. Commit: de884b9f326b62339bb3f11d6e27a7e202da91ef. - SteamVentAOE Hazard — introduced SteamVentAOE with periodic steam, active/inactive durations, particle effects, and damage; minor adjustments to camera/enemy behavior. Commit: 7c8e9c9a6e6361ec88a0f4d96676e28359a6d737. Major bugs fixed: - EnemyBase null-check bug fix (within Hazard System Expansion) to prevent null reference issues during hazard interactions. Overall impact and accomplishments: - Expanded hazard ecosystem with multiple hazards increasing player risk/reward decisions and engagement. - Improved combat balance via the Attack Cooldown System. - Enhanced stability through targeted fixes (EnemyBase null-check) and safer camera/player interactions (Stage Bounds, camera adjustments). - Improved player feedback and feel with camera shakes, AOE cues, and hazard visuals; assets cleaned to reduce clutter and potential load impact. Technologies/skills demonstrated: - Unity C# scripting and game systems design (hazards, cooldowns, AOE). - Camera control and stage boundary mechanics. - Defensive programming and stability hardening (null-checks). - Asset hygiene and repository hygiene (glyph/texture cleanup). - Clear commit discipline and traceability for feature deliveries.
May 2025 — Meleznian/IGB300-Game: Hazard system expansion and combat tuning driving deeper gameplay, stronger stability, and clearer ownership traceability. Key features delivered (with commits): - SteamTrap Hazard — damage-over-time in trigger zone. Commit: c5f59c2c82ec507dcde564277f1cb803bded5c05 (Steam Vent). - Landmine Hazard — prefab with script, camera shake; damage on contact. Commit: 34cfe8aa58ab9061236670d0101e49f2d66e3e5f. - Hazard System Expansion — added FireJet, MountedLaser, MovingPlatform; includes EnemyBase null-check bug fix. Commit: 00fd5d4aa32ea5e94656d478b52243f7e1d56c6c. - Attack Cooldown System — cooldown timers for melee and ranged attacks to prevent rapid succession. Commit: 25b6274b5d0ba0f688fa03eeaa5a5eadc4d9bb88. - Glyph/Texture Cleanup — removed glyph/texture data from Steam Punk Flyer SDF.asset. Commit: 973fce7046801f0ab3a9a9d0e77667d27bf30c59. - Stage Bounds for Camera — added stage bounds and updated CameraFollow. Commit: de884b9f326b62339bb3f11d6e27a7e202da91ef. - SteamVentAOE Hazard — introduced SteamVentAOE with periodic steam, active/inactive durations, particle effects, and damage; minor adjustments to camera/enemy behavior. Commit: 7c8e9c9a6e6361ec88a0f4d96676e28359a6d737. Major bugs fixed: - EnemyBase null-check bug fix (within Hazard System Expansion) to prevent null reference issues during hazard interactions. Overall impact and accomplishments: - Expanded hazard ecosystem with multiple hazards increasing player risk/reward decisions and engagement. - Improved combat balance via the Attack Cooldown System. - Enhanced stability through targeted fixes (EnemyBase null-check) and safer camera/player interactions (Stage Bounds, camera adjustments). - Improved player feedback and feel with camera shakes, AOE cues, and hazard visuals; assets cleaned to reduce clutter and potential load impact. Technologies/skills demonstrated: - Unity C# scripting and game systems design (hazards, cooldowns, AOE). - Camera control and stage boundary mechanics. - Defensive programming and stability hardening (null-checks). - Asset hygiene and repository hygiene (glyph/texture cleanup). - Clear commit discipline and traceability for feature deliveries.
April 2025 monthly summary for Meleznian/IGB300-Game focused on delivering core gameplay loops, stabilizing the codebase after a merge issue, and laying foundations for future player progression and enemy variety. Key features delivered include a comprehensive Player Combat System (ranged and melee, projectile behavior, and initial gamepad support with a refactored TryAttack), a Player Health System with UI health bar and readability improvements, a CameraFollow system for smooth, configurable camera tracking, and the introduction of a Turret enemy with line-of-sight checks and projectile firing. Asset/UI quality was enhanced through font/assets updates. A merge revert was performed to restore project stability and prevent regressions. Impact: Enabled tangible gameplay loops (combat, health, camera, turret encounters) and stabilized the repo to support upcoming sprints. Established reusable gameplay primitives (TryAttack, line-of-sight checks, camera tracking) that reduce future integration effort. Technologies/skills demonstrated: Unity, C#, input handling (including gamepad), projectile systems, UI integration, camera systems, enemy AI basics, asset pipeline and version control discipline.
April 2025 monthly summary for Meleznian/IGB300-Game focused on delivering core gameplay loops, stabilizing the codebase after a merge issue, and laying foundations for future player progression and enemy variety. Key features delivered include a comprehensive Player Combat System (ranged and melee, projectile behavior, and initial gamepad support with a refactored TryAttack), a Player Health System with UI health bar and readability improvements, a CameraFollow system for smooth, configurable camera tracking, and the introduction of a Turret enemy with line-of-sight checks and projectile firing. Asset/UI quality was enhanced through font/assets updates. A merge revert was performed to restore project stability and prevent regressions. Impact: Enabled tangible gameplay loops (combat, health, camera, turret encounters) and stabilized the repo to support upcoming sprints. Established reusable gameplay primitives (TryAttack, line-of-sight checks, camera tracking) that reduce future integration effort. Technologies/skills demonstrated: Unity, C#, input handling (including gamepad), projectile systems, UI integration, camera systems, enemy AI basics, asset pipeline and version control discipline.
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