
Worked on AztecGameLab/LongTermGame9, building foundational 2D game systems in Unity over two months. Developed a dedicated Eugene.unity workspace scene to standardize prototyping and streamline iteration, then implemented a physics-enabled player controller with ground collision, A/D/Space input, and a moving square mechanic for early gameplay validation. Expanded the prototype with a test boss for collision detection and a motivational background. Later, delivered TESTSNAKE boss mechanics featuring collision-based player damage, visual hit indicators, and a non-blocking hittable obstacle. All features were implemented using C# scripting, Unity scene management, and 2D physics, with clear commit traceability and iterative prototyping.
April 2025 - AztecGameLab/LongTermGame9: Delivered TESTSNAKE Boss Mechanics focusing on enhancing boss encounters and feedback. Features include a TESTSNAKE boss with collision-based damage to the player, enhanced hit-detection, and a hittable obstacle that doesn't block player movement, plus visual hit indicators for clarity. Core balance work: velocity and damage adjustments and a dedicated trigger for getting hit to enable responsive feedback during combat. All changes are anchored in two commits for traceability: 32261de2c885729ac57bdd0cb4438da5fa2d9134 (Velocity and Damage adjustments) and 7895eee2c9f3e595533509878c74b0bb6787ddf4 (Added a trigger for getting hit).
April 2025 - AztecGameLab/LongTermGame9: Delivered TESTSNAKE Boss Mechanics focusing on enhancing boss encounters and feedback. Features include a TESTSNAKE boss with collision-based damage to the player, enhanced hit-detection, and a hittable obstacle that doesn't block player movement, plus visual hit indicators for clarity. Core balance work: velocity and damage adjustments and a dedicated trigger for getting hit to enable responsive feedback during combat. All changes are anchored in two commits for traceability: 32261de2c885729ac57bdd0cb4438da5fa2d9134 (Velocity and Damage adjustments) and 7895eee2c9f3e595533509878c74b0bb6787ddf4 (Added a trigger for getting hit).
February 2025 — Delivered foundational prototyping infrastructure and core gameplay surface. Established Eugene.workspace: Eugene.unity scene created and set as the primary EditorBuildSettings scene to standardize the workflow for rapid iteration. Implemented a physics-enabled Player Movement Prototype with Ground and TESTPLAYER objects, including A/D/Space controls, ground collision testing, a moving square mechanic, a test boss for collision detection, and a motivational background image, enabling repeatable playtesting and early validation of gameplay loops. No explicit bug fixes documented; efforts focused on scaffolding and validation to reduce future integration risk and accelerate feature delivery. Technologies demonstrated include Unity scene management, EditorBuildSettings automation, basic physics, and input handling.
February 2025 — Delivered foundational prototyping infrastructure and core gameplay surface. Established Eugene.workspace: Eugene.unity scene created and set as the primary EditorBuildSettings scene to standardize the workflow for rapid iteration. Implemented a physics-enabled Player Movement Prototype with Ground and TESTPLAYER objects, including A/D/Space controls, ground collision testing, a moving square mechanic, a test boss for collision detection, and a motivational background image, enabling repeatable playtesting and early validation of gameplay loops. No explicit bug fixes documented; efforts focused on scaffolding and validation to reduce future integration risk and accelerate feature delivery. Technologies demonstrated include Unity scene management, EditorBuildSettings automation, basic physics, and input handling.

Overview of all repositories you've contributed to across your timeline