
Over a two-month period, contributed to the MiyoshiTaishou/MS2024 repository by delivering twelve new features focused on animation, combat, and UI systems for a Unity-based game. Developed and integrated new player and enemy animation pipelines, including a full overhaul for the Tanuki (Kitsune) and Fox characters, and established scalable asset organization to streamline future content. Enhanced gameplay through combat system adjustments, camera tuning, and game balancing, while also redesigning tutorial and game over UI for improved onboarding. Leveraged C#, Unity, and YAML to implement data-driven animation management, ensuring maintainable workflows and reducing integration time for cross-character and cross-entity features.
December 2024 monthly summary for MiyoshiTaishou/MS2024: Focused delivery of animation assets, combat tuning, and UI improvements with clear business value. Enhanced animation fidelity for key characters, streamlined onboarding, and reinforced gameplay balance. Demonstrated strong asset pipelines, data-driven tuning, and UI/UX execution that reduces player friction and accelerates time-to-value for new players.
December 2024 monthly summary for MiyoshiTaishou/MS2024: Focused delivery of animation assets, combat tuning, and UI improvements with clear business value. Enhanced animation fidelity for key characters, streamlined onboarding, and reinforced gameplay balance. Demonstrated strong asset pipelines, data-driven tuning, and UI/UX execution that reduces player friction and accelerates time-to-value for new players.
November 2024 performance highlights for MiyoshiTaishou/MS2024: - Delivered a major player animation overhaul centered on the new Tanuki (Kitsune) character, including idle, movement, attack chains, parry, counter, jump, and damage states, plus a consolidated animation data pipeline and asset organization to simplify future content integration. - Reworked boss animations and behavior tuning, reorganized enemy animation assets, and established a new data foundation for Boss 2 animations, improving encounter clarity and responsiveness. - Fine-tuned camera presentation and zoom to enhance field of view and overall feel during combat and exploration. - Implemented critical play quality fixes through hitbox adjustments, knockback tuning, and attack timing refinements, reducing friction during engagements. - Established a scalable animation data foundation and asset organization that reduces integration time for future features and simplifies cross-character and cross-entity animation work.
November 2024 performance highlights for MiyoshiTaishou/MS2024: - Delivered a major player animation overhaul centered on the new Tanuki (Kitsune) character, including idle, movement, attack chains, parry, counter, jump, and damage states, plus a consolidated animation data pipeline and asset organization to simplify future content integration. - Reworked boss animations and behavior tuning, reorganized enemy animation assets, and established a new data foundation for Boss 2 animations, improving encounter clarity and responsiveness. - Fine-tuned camera presentation and zoom to enhance field of view and overall feel during combat and exploration. - Implemented critical play quality fixes through hitbox adjustments, knockback tuning, and attack timing refinements, reducing friction during engagements. - Established a scalable animation data foundation and asset organization that reduces integration time for future features and simplifies cross-character and cross-entity animation work.

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