
Ian Kuznetsov contributed to the MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project by building core gameplay systems, interactive frameworks, and asset-driven features using Unity and C#. He developed reusable interaction components, such as levers, buttons, and animated doors, establishing a scalable architecture for player-object interactions. Ian enhanced enemy AI and player controls, implemented animation event handling, and improved asset integration through ScriptableObjects and prefab updates. His work included stabilizing gameplay, refining navigation meshes, and addressing memory management issues. By focusing on maintainable code and robust state management, Ian enabled smoother development workflows and laid a strong foundation for future content and feature expansion.

September 2025: Delivered a foundational interaction framework and associated scene objects for the MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project, enabling robust player-object interactions and reusable components for future content. Key work included a Core Interactive System and State, Lever/Button Interactions, and Doors with Animation Interactions. These efforts established a scalable architecture, improved gameplay feel, and reduced future integration effort.
September 2025: Delivered a foundational interaction framework and associated scene objects for the MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project, enabling robust player-object interactions and reusable components for future content. Key work included a Core Interactive System and State, Lever/Button Interactions, and Doors with Animation Interactions. These efforts established a scalable architecture, improved gameplay feel, and reduced future integration effort.
July 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Focused on asset-driven configuration, enemy behavior enhancements, and reliability of visual systems to improve gameplay quality and release hygiene. Delivered three main items with traceable commits that align with business value and maintainability:
July 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Focused on asset-driven configuration, enemy behavior enhancements, and reliability of visual systems to improve gameplay quality and release hygiene. Delivered three main items with traceable commits that align with business value and maintainability:
June 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project: Delivered targeted gameplay enhancements, stability fixes, and navigation optimizations across the production-level build. Key features delivered include: improved Player Button Functionality with animation event handling and debug instrumentation, new KillBound boundaries for Showroom and NewLvl_Manuel to define lethal zones and simplify physics, updated Catapult asset and broader asset refresh, joystick sensitivity enhancements for finer control, and NavMesh cleanup and rebake to remove legacy data and improve AI pathing. Major bugs fixed include Showroom checkpoint alignment and OnPlayerDied unsubscription to prevent memory leaks, Death Animation stability fix to prevent lingering attack state on death. The cumulative impact: smoother, more reliable player experience, reduced runtime issues, and a stronger foundation for upcoming features. Technologies demonstrated: Unity3D, C#, animation state management, event handling, NavMesh tools, and asset pipeline updates.
June 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project: Delivered targeted gameplay enhancements, stability fixes, and navigation optimizations across the production-level build. Key features delivered include: improved Player Button Functionality with animation event handling and debug instrumentation, new KillBound boundaries for Showroom and NewLvl_Manuel to define lethal zones and simplify physics, updated Catapult asset and broader asset refresh, joystick sensitivity enhancements for finer control, and NavMesh cleanup and rebake to remove legacy data and improve AI pathing. Major bugs fixed include Showroom checkpoint alignment and OnPlayerDied unsubscription to prevent memory leaks, Death Animation stability fix to prevent lingering attack state on death. The cumulative impact: smoother, more reliable player experience, reduced runtime issues, and a stronger foundation for upcoming features. Technologies demonstrated: Unity3D, C#, animation state management, event handling, NavMesh tools, and asset pipeline updates.
May 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Focus: version alignment in development environment to ensure reproducible builds and reduced configuration drift.
May 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Focus: version alignment in development environment to ensure reproducible builds and reduced configuration drift.
Month: 2025-04 focused on stabilizing core gameplay interactions and improving code hygiene in MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered a targeted bug fix for PlayerPackage orientation and KillEnemy cleanup, reducing visual misalignment and unnecessary debug noise, and prepared a clean baseline for upcoming features.
Month: 2025-04 focused on stabilizing core gameplay interactions and improving code hygiene in MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered a targeted bug fix for PlayerPackage orientation and KillEnemy cleanup, reducing visual misalignment and unnecessary debug noise, and prepared a clean baseline for upcoming features.
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