
Igor Yana Gui developed core gameplay systems and visual features for the Kecek05/MobileGame repository over five months, delivering 53 features and addressing 5 bugs. He established scalable Unity architecture, implemented reusable prefabs, and optimized rendering with LOD meshes and materials. Using C# and ShaderLab, Igor built dynamic particle systems, custom shaders, and cross-platform UI, enhancing both performance and user experience. He integrated audio pipelines with ScriptableObject-driven SFX and music, refined physics and collision systems, and maintained asset pipelines for rapid iteration. His work enabled rapid prototyping, consistent visuals, and maintainable code, supporting mobile deployment and efficient team workflows.

June 2025 monthly summary for Kecek05/MobileGame. Focused on delivering high-fidelity visuals, robust audio/SFX integration, gameplay balance, and a maintainable asset pipeline. Key work spanned particle systems, trail effects, platform visuals, audio assets, and SFX orchestration, with stability fixes to physics and geometry.
June 2025 monthly summary for Kecek05/MobileGame. Focused on delivering high-fidelity visuals, robust audio/SFX integration, gameplay balance, and a maintainable asset pipeline. Key work spanned particle systems, trail effects, platform visuals, audio assets, and SFX orchestration, with stability fixes to physics and geometry.
May 2025 summary for Kecek05/MobileGame focusing on a visual and usability overhaul across weapons, particles, UI, and environments for mobile platforms. Implemented a dynamic dissolve shader and materials, introduced a dedicated sword trail with improved combat visuals, overhauled hit and particle systems for fidelity and performance, and added a new BigBox environment prefab. UI scaling adjustments were applied to ensure a consistent experience across devices, enhancing accessibility and engagement.
May 2025 summary for Kecek05/MobileGame focusing on a visual and usability overhaul across weapons, particles, UI, and environments for mobile platforms. Implemented a dynamic dissolve shader and materials, introduced a dedicated sword trail with improved combat visuals, overhauled hit and particle systems for fidelity and performance, and added a new BigBox environment prefab. UI scaling adjustments were applied to ensure a consistent experience across devices, enhancing accessibility and engagement.
April 2025 performance summary for Kecek05/MobileGame. The month focused on expanding core gameplay with new watercraft, refreshing weapons/assets for visual fidelity, and overhauling level design, asset scaling, and tooling to improve performance and tuning workflows. Delivered a broad set of features with targeted asset reimports and collider/playability fixes, plus UI/UX improvements in the inspector to speed iteration. Key features delivered: - Watercraft Implementations: Rowing, Pier, Canoe, Small Wood Platform. Commits: 0fa6eef1e5514868558d1f516ab9b744e829b184; a5b64f5b94c8cdc25f01147b6c4a359694ce19bd; 7ce8adf1acc6bcbb736b58152ffdf823a5cbb8ef; c8d67c334a4e86555205149c8d0aad9621dca148. - Weapons/assets refresh: Sword Reimport; Weapons Rescale 3x. Commits: 15f013cf4a0745ce7a44335590ef89337c273ac9; 7a964a38fe72db8b35d696740a65bda1a24bc892. - Level design & asset scaling overhaul: Props Rescale; LevelDesign Rescale; collider tweaks; flag rescale. Commits: 503990f1122bea8743d242d332af2e37207365aa; e8a1d78cfee201fcf0cb6c64e7a02495b6fb83d4; da5e756276a64a78a0d9f7669f9f6c14ab08cf99; 9ef90aa7e452e0a6a260e23a904ef07ca88c8222; e31e8268df7700e20c2bd845e061391ff4e2fb7e; cc50388fd485ecb95277e70d3ae95d6dcfc3acd7; 93b765d94fc4bdca52a4416af2d74a40749e7af0; 587c459ac58d42246c8172c16fdaaf9c7d637d6e; 125cd7875b5ad2bfc807c120d4b9f05b01ca9084 (Pier collider adjustment). - Visual polish & performance: Grass Rescale; Sand Texture Reimport; Wind Particle/System; Boat Animation; Lod Camera Distance Adjust. Commits: 619718c9912c40651b3db9ea98d26ef78d2ae614; 28eb62c07ce47b9558e8563b29ce1d78c5617e26; 2dabff2c1365ad096af3eccf8836695074fa6152; 49413426f7fe54141e65177b815adc021072337d; 597f88707a57abc8200278dea0e0ecacc229b599; 7d5ed0419d6c5a92670e5408e51877582bfb3b5a; fb54664de91505e7cc53b5a110c9acd6efa645fa. - UI/Inspector improvements: Props Inspector Adjust; Weapons Inspector Adjust. Commits: 2ed32ead823007aa6b4c1c9bb287b0401045ad3f; 97ebd9cbedd34aa1469e12435af1516494efe8b7. Major bugs fixed: - Pier Collider Adjustment to correct collision/physics interactions. Commit: 125cd7875b5ad2bfc807c120d4b9f05b01ca9084. Overall impact and business value: - Expanded gameplay capabilities (water traversal and enhanced combat assets) with a cohesive asset pipeline, resulting in faster iteration cycles, higher fidelity visuals, and more consistent physics interactions. Performance optimizations (LOD, grass scaling) improve frame times on target devices and maintain visual quality during exploration. Inspector/UI enhancements reduce in-editor tuning time for designers and QA, accelerating sprint cycles. Technologies and skills demonstrated: - Unity asset pipeline, texture/audio/mesh reimports; 3x weapon rescale; watercraft integration; collider tuning; level scaling and prop adjustments; animation refinement; wind/particle systems; LOD tuning; in-editor tooling improvements.
April 2025 performance summary for Kecek05/MobileGame. The month focused on expanding core gameplay with new watercraft, refreshing weapons/assets for visual fidelity, and overhauling level design, asset scaling, and tooling to improve performance and tuning workflows. Delivered a broad set of features with targeted asset reimports and collider/playability fixes, plus UI/UX improvements in the inspector to speed iteration. Key features delivered: - Watercraft Implementations: Rowing, Pier, Canoe, Small Wood Platform. Commits: 0fa6eef1e5514868558d1f516ab9b744e829b184; a5b64f5b94c8cdc25f01147b6c4a359694ce19bd; 7ce8adf1acc6bcbb736b58152ffdf823a5cbb8ef; c8d67c334a4e86555205149c8d0aad9621dca148. - Weapons/assets refresh: Sword Reimport; Weapons Rescale 3x. Commits: 15f013cf4a0745ce7a44335590ef89337c273ac9; 7a964a38fe72db8b35d696740a65bda1a24bc892. - Level design & asset scaling overhaul: Props Rescale; LevelDesign Rescale; collider tweaks; flag rescale. Commits: 503990f1122bea8743d242d332af2e37207365aa; e8a1d78cfee201fcf0cb6c64e7a02495b6fb83d4; da5e756276a64a78a0d9f7669f9f6c14ab08cf99; 9ef90aa7e452e0a6a260e23a904ef07ca88c8222; e31e8268df7700e20c2bd845e061391ff4e2fb7e; cc50388fd485ecb95277e70d3ae95d6dcfc3acd7; 93b765d94fc4bdca52a4416af2d74a40749e7af0; 587c459ac58d42246c8172c16fdaaf9c7d637d6e; 125cd7875b5ad2bfc807c120d4b9f05b01ca9084 (Pier collider adjustment). - Visual polish & performance: Grass Rescale; Sand Texture Reimport; Wind Particle/System; Boat Animation; Lod Camera Distance Adjust. Commits: 619718c9912c40651b3db9ea98d26ef78d2ae614; 28eb62c07ce47b9558e8563b29ce1d78c5617e26; 2dabff2c1365ad096af3eccf8836695074fa6152; 49413426f7fe54141e65177b815adc021072337d; 597f88707a57abc8200278dea0e0ecacc229b599; 7d5ed0419d6c5a92670e5408e51877582bfb3b5a; fb54664de91505e7cc53b5a110c9acd6efa645fa. - UI/Inspector improvements: Props Inspector Adjust; Weapons Inspector Adjust. Commits: 2ed32ead823007aa6b4c1c9bb287b0401045ad3f; 97ebd9cbedd34aa1469e12435af1516494efe8b7. Major bugs fixed: - Pier Collider Adjustment to correct collision/physics interactions. Commit: 125cd7875b5ad2bfc807c120d4b9f05b01ca9084. Overall impact and business value: - Expanded gameplay capabilities (water traversal and enhanced combat assets) with a cohesive asset pipeline, resulting in faster iteration cycles, higher fidelity visuals, and more consistent physics interactions. Performance optimizations (LOD, grass scaling) improve frame times on target devices and maintain visual quality during exploration. Inspector/UI enhancements reduce in-editor tuning time for designers and QA, accelerating sprint cycles. Technologies and skills demonstrated: - Unity asset pipeline, texture/audio/mesh reimports; 3x weapon rescale; watercraft integration; collider tuning; level scaling and prop adjustments; animation refinement; wind/particle systems; LOD tuning; in-editor tooling improvements.
In March 2025, Kecek05/MobileGame progressed from baseline setup to a production-ready feature set, establishing a scalable architecture and asset pipeline, delivering core gameplay systems, rendering optimizations, and UI foundations that enable rapid iteration and business-ready demonstrations.
In March 2025, Kecek05/MobileGame progressed from baseline setup to a production-ready feature set, establishing a scalable architecture and asset pipeline, delivering core gameplay systems, rendering optimizations, and UI foundations that enable rapid iteration and business-ready demonstrations.
February 2025 — Kecek05/MobileGame: Delivered foundational blockout level design and scene setup to accelerate prototyping and gameplay validation. Implemented initial scene with essential game objects, lighting, navigation, and rendering settings; established reusable blockout structures with varied materials for faster iteration and experimental gameplay. No major bugs reported this month; emphasis on feature delivery and foundation work enabling subsequent testing and feature expansion.
February 2025 — Kecek05/MobileGame: Delivered foundational blockout level design and scene setup to accelerate prototyping and gameplay validation. Implemented initial scene with essential game objects, lighting, navigation, and rendering settings; established reusable blockout structures with varied materials for faster iteration and experimental gameplay. No major bugs reported this month; emphasis on feature delivery and foundation work enabling subsequent testing and feature expansion.
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