
Ignacio Guastavino contributed to the MatiasBiancoUsal/LightsUp repository by developing and refining analytics integration and level design features using Unity and C#. He delivered analytics tracking for boss encounters, capturing metrics such as boss health, battery usage, and player coordinates to support data-driven game balancing. Ignacio also improved level fidelity by updating transforms, colliders, and environmental assets across multiple scenes. He addressed bugs affecting analytics accuracy and scene loading reliability, including resolving a Unity mesh reference soft lock. His work demonstrated depth in analytics event design, asset pipeline management, and robust version control, resulting in more reliable gameplay data and user experience.

June 2025 monthly summary for MatiasBiancoUsal/LightsUp: Delivered a focused bug fix to address a Unity scene soft lock and validated scene loading reliability across Bosque 4.unity and related scenes. No new features released this month; primary efforts centered on stabilizing scene loading and improving robustness.
June 2025 monthly summary for MatiasBiancoUsal/LightsUp: Delivered a focused bug fix to address a Unity scene soft lock and validated scene loading reliability across Bosque 4.unity and related scenes. No new features released this month; primary efforts centered on stabilizing scene loading and improving robustness.
January 2025 monthly summary focusing on delivering reliable analytics tracking for BossCodicia; stabilized metrics collection and reduced misreporting due to trigger logic issues. This improves data quality for game balancing and decision-making, and lays groundwork for upcoming analytics features.
January 2025 monthly summary focusing on delivering reliable analytics tracking for BossCodicia; stabilized metrics collection and reduced misreporting due to trigger logic issues. This improves data quality for game balancing and decision-making, and lays groundwork for upcoming analytics features.
December 2024 monthly summary for MatiasBiancoUsal/LightsUp: Delivered BossCodicia Boss Encounter Analytics to enable telemetry for the boss encounter; implemented tracking of boss health, battery percentage, batteries collected/used, and player coordinates upon defeat via AnalyticsService. This supports data-driven balancing, performance monitoring, and QA with minimal runtime overhead. Core delivery focused on the analytics surface and telemetry pipeline to inform balancing decisions and player behavior insights. Commit reference included for traceability: 847c4cc4e74c12bedecc12c58c4c6a1fa1bd03d2.
December 2024 monthly summary for MatiasBiancoUsal/LightsUp: Delivered BossCodicia Boss Encounter Analytics to enable telemetry for the boss encounter; implemented tracking of boss health, battery percentage, batteries collected/used, and player coordinates upon defeat via AnalyticsService. This supports data-driven balancing, performance monitoring, and QA with minimal runtime overhead. Core delivery focused on the analytics surface and telemetry pipeline to inform balancing decisions and player behavior insights. Commit reference included for traceability: 847c4cc4e74c12bedecc12c58c4c6a1fa1bd03d2.
November 2024 focused on delivering tangible features, stabilizing analytics, and improving level design. Key features delivered include Bosque level design adjustments across Bosque 1 and Bosque 2, with updates to transforms, sprite renderers, colliders, and environmental meshes/assets. Analytics tracking was integrated for the BossGula encounter to capture boss health, battery usage, and player coordinates on death, while preserving existing analytics for other scenes. A bug fix was applied to correct the analytics event key naming for boss health from vidaBoss to VidaBoss to ensure accurate logging. These efforts collectively improved level fidelity and data quality for dashboards and tuning efforts. Technologies and skills demonstrated include Unity-based level design, C# scripting for analytics, asset pipeline updates, and rigorous version-control traceability.
November 2024 focused on delivering tangible features, stabilizing analytics, and improving level design. Key features delivered include Bosque level design adjustments across Bosque 1 and Bosque 2, with updates to transforms, sprite renderers, colliders, and environmental meshes/assets. Analytics tracking was integrated for the BossGula encounter to capture boss health, battery usage, and player coordinates on death, while preserving existing analytics for other scenes. A bug fix was applied to correct the analytics event key naming for boss health from vidaBoss to VidaBoss to ensure accurate logging. These efforts collectively improved level fidelity and data quality for dashboards and tuning efforts. Technologies and skills demonstrated include Unity-based level design, C# scripting for analytics, asset pipeline updates, and rigorous version-control traceability.
Overview of all repositories you've contributed to across your timeline