
Hugo developed core gameplay systems and infrastructure for the UCM-FDI-DISIA/Carom repository, focusing on scalable architecture and maintainable code. Over four months, he delivered features such as an Entity Component System, Box2D-based physics integration, and a modular scene management framework. Using C++ and SDL, Hugo refactored rendering pipelines, implemented inventory and audio subsystems, and introduced persistent rewards and UI enhancements. He addressed stability and performance by removing unnecessary ECS complexity, optimizing resource management, and improving testability. His work balanced new feature delivery with rigorous debugging and code cleanup, resulting in a robust, extensible codebase that supports ongoing gameplay and content updates.

May 2025 was focused on delivering core features, stabilizing gameplay loops, and enabling longer-term player engagement through persistence and UI improvements. The month saw the release and integration of key subsystems, enhancements to scene management, and significant UI and content updates that lay foundation for future growth.
May 2025 was focused on delivering core features, stabilizing gameplay loops, and enabling longer-term player engagement through persistence and UI improvements. The month saw the release and integration of key subsystems, enhancements to scene management, and significant UI and content updates that lay foundation for future growth.
April 2025 monthly performance summary for UCM-FDI-DISIA/Carom. Focused on delivering core gameplay infrastructure, stabilizing rendering, expanding inventory and scene management, and improving testability. Key outcomes include: (1) Arena System and Resources delivered with full arena assets, sensors integration, and resources for all arenas; (2) ECS Removal Refactor eliminating ECS framework to simplify maintenance and reduce runtime coupling; (3) Rendering Improvements and Cleanup delivering correct render order, safeguards for renderable entities, texture/text display cleanup, and reduced debug noise; (4) Inventory System Release integrating the inventory subsystem to streamline item management; (5) RNG Manager Integration with Scenes and Scene Management enhancements: RNG now managed at the ScenesManager level, removal of old RNG in PoolScene, and added scene lifecycle capabilities (scene delete/init/pyramids and ball spawns).
April 2025 monthly performance summary for UCM-FDI-DISIA/Carom. Focused on delivering core gameplay infrastructure, stabilizing rendering, expanding inventory and scene management, and improving testability. Key outcomes include: (1) Arena System and Resources delivered with full arena assets, sensors integration, and resources for all arenas; (2) ECS Removal Refactor eliminating ECS framework to simplify maintenance and reduce runtime coupling; (3) Rendering Improvements and Cleanup delivering correct render order, safeguards for renderable entities, texture/text display cleanup, and reduced debug noise; (4) Inventory System Release integrating the inventory subsystem to streamline item management; (5) RNG Manager Integration with Scenes and Scene Management enhancements: RNG now managed at the ScenesManager level, removal of old RNG in PoolScene, and added scene lifecycle capabilities (scene delete/init/pyramids and ball spawns).
March 2025 (2025-03) monthly summary for UCM-FDI-DISIA/Carom. Delivered a major core refactor, expanded physics/rendering capabilities, and stabilized the system to support Batch 4. Focused on business value, performance, and maintainability by simplifying core paths, enabling dynamic controls, and extending the physics toolkit for richer gameplay scenarios and faster iteration.
March 2025 (2025-03) monthly summary for UCM-FDI-DISIA/Carom. Delivered a major core refactor, expanded physics/rendering capabilities, and stabilized the system to support Batch 4. Focused on business value, performance, and maintainability by simplifying core paths, enabling dynamic controls, and extending the physics toolkit for richer gameplay scenarios and faster iteration.
February 2025 (Month: 2025-02) monthly summary for UCM-FDI-DISIA/Carom. Delivered foundational ECS architecture and integrated Box2D within the engine, enabling deterministic physics and scalable entity management. Implemented core ECS scaffolding (headers/defs, EntityManager, ECS IDs) and refactored Transform-related components (TransformComponent to RendertxtCmp) with initialization improvements. Expanded rendering pipeline and scene integration, including ball collision/physics enhancements and main scene restructuring to support ECS-driven workflows. Strengthened build and tooling, including CMake updates and Box2D updates, plus test scaffolding and DummyGame testing flow to validate behavior. Fixed critical stability issues across camera, rendering scaling, and multi-world stepping, and resolved several linker/compilation hotspots to improve release readiness.
February 2025 (Month: 2025-02) monthly summary for UCM-FDI-DISIA/Carom. Delivered foundational ECS architecture and integrated Box2D within the engine, enabling deterministic physics and scalable entity management. Implemented core ECS scaffolding (headers/defs, EntityManager, ECS IDs) and refactored Transform-related components (TransformComponent to RendertxtCmp) with initialization improvements. Expanded rendering pipeline and scene integration, including ball collision/physics enhancements and main scene restructuring to support ECS-driven workflows. Strengthened build and tooling, including CMake updates and Box2D updates, plus test scaffolding and DummyGame testing flow to validate behavior. Fixed critical stability issues across camera, rendering scaling, and multi-world stepping, and resolved several linker/compilation hotspots to improve release readiness.
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