
Jackson Schanz developed core gameplay systems and tooling for the Mindshift repository, delivering 99 features and resolving 43 bugs over eight months. He engineered animation-driven character controllers, scalable level scripting, and robust asset pipelines using Unity, C#, and Shader Graph. His work included implementing parallax backgrounds, dynamic camera systems, and interactive mechanics such as climbing, teleporters, and pressure plates, all integrated with custom shaders and editor tooling. By refactoring project structure and automating build processes, Jackson improved maintainability and iteration speed. His contributions provided depth across 3D art, physics, and UI, resulting in a stable, extensible foundation for ongoing development.

Month: 2025-08. This period delivered significant feature work, stability improvements, and foundational system updates for Mindshift, with a strong focus on gameplay polish, visuals, and release readiness. Key achievements include the Zone 2 water color update with fan interactions, the movie playback system rework and related fixes, and major cutscene/zone enhancements, alongside stability patches and revert fixes to prevent breaking changes. The batch also introduced Zone 3 lighting and Zone 1 introduction, expanded Zone 2 content, and advanced tooling such as Z3 solver integration and the project settings system, all contributing to stronger player engagement and lower risk for upcoming milestones.
Month: 2025-08. This period delivered significant feature work, stability improvements, and foundational system updates for Mindshift, with a strong focus on gameplay polish, visuals, and release readiness. Key achievements include the Zone 2 water color update with fan interactions, the movie playback system rework and related fixes, and major cutscene/zone enhancements, alongside stability patches and revert fixes to prevent breaking changes. The batch also introduced Zone 3 lighting and Zone 1 introduction, expanded Zone 2 content, and advanced tooling such as Z3 solver integration and the project settings system, all contributing to stronger player engagement and lower risk for upcoming milestones.
Mindshift - July 2025: Delivered a mix of core gameplay enhancements, stability fixes, and visual/utility improvements that elevate traversal, level design flexibility, and player experience. The work focuses on robust systems (camera, movement, teleporters, checkpoints) and quality-of-life improvements (glass/water visuals, UI tweaks, scaffolding) to accelerate future development and reduce regression risk.
Mindshift - July 2025: Delivered a mix of core gameplay enhancements, stability fixes, and visual/utility improvements that elevate traversal, level design flexibility, and player experience. The work focuses on robust systems (camera, movement, teleporters, checkpoints) and quality-of-life improvements (glass/water visuals, UI tweaks, scaffolding) to accelerate future development and reduce regression risk.
June 2025 Mindshift: Delivered major user-facing features and stability fixes across rendering, input, and gameplay systems. Focused on Redbox rendering improvements, balloon mechanics, climb system, and new Sarah rig visuals, alongside level and mesh refinements and a new Rig Death mechanic. Addressed critical bugs affecting runtime stability and device compatibility.
June 2025 Mindshift: Delivered major user-facing features and stability fixes across rendering, input, and gameplay systems. Focused on Redbox rendering improvements, balloon mechanics, climb system, and new Sarah rig visuals, alongside level and mesh refinements and a new Rig Death mechanic. Addressed critical bugs affecting runtime stability and device compatibility.
May 2025 (Mindshift) delivered core visuals, physics and animation polish across the Mindshift project, with a focus on depth, gameplay feel, and stability to enable faster iteration and higher quality user experience.
May 2025 (Mindshift) delivered core visuals, physics and animation polish across the Mindshift project, with a focus on depth, gameplay feel, and stability to enable faster iteration and higher quality user experience.
April 2025 performance summary for JaxGitH/Mindshift focusing on delivering a robust animation-driven gameplay loop, enhanced environmental interactions, and stabilized features across core systems.
April 2025 performance summary for JaxGitH/Mindshift focusing on delivering a robust animation-driven gameplay loop, enhanced environmental interactions, and stabilized features across core systems.
March 2025 focused on delivering scalable level tooling and gameplay enhancements while stabilizing core workflows to accelerate iteration and prepare for future tooling. Delivered automated Level Script setup and internal refactor infrastructure, plus Cheese Collection gameplay improvements, with targeted fixes to climbing logic and prefab workflows to improve reliability and player feedback. These efforts reduce cycle times for level creation, boost game polish, and lay the groundwork for future data integration and tooling enhancements.
March 2025 focused on delivering scalable level tooling and gameplay enhancements while stabilizing core workflows to accelerate iteration and prepare for future tooling. Delivered automated Level Script setup and internal refactor infrastructure, plus Cheese Collection gameplay improvements, with targeted fixes to climbing logic and prefab workflows to improve reliability and player feedback. These efforts reduce cycle times for level creation, boost game polish, and lay the groundwork for future data integration and tooling enhancements.
Feb 2025: JaxGitH/Mindshift delivered mission-critical features, improvements, and stabilization to accelerate gameplay iteration and maintainability. Key features delivered include a Custom Character Controller with improved movement handling, Input Handler Improvements for responsive controls, Showcases edits for assets/demo scenes, Editor Build Settings and Scripts Organization to streamline editor workflows, and file reorganization to improve project structure. Level mechanics were enhanced with moving platforms, kill volumes, climbing, ledge detection, and shader updates, while the animation system received substantial improvements and fixes (transitions, idle fixes, IsGrounded checks). The build and dev workflow were stabilized by reverting problematic merge PRs and addressing a broken development workflow. The combined work reduces build friction, accelerates iteration, and delivers a smoother player experience. Technologies/skills demonstrated: Unity editor tooling, C#, animation system, shader updates, input system design, project structuring and refactoring, and build process automation.
Feb 2025: JaxGitH/Mindshift delivered mission-critical features, improvements, and stabilization to accelerate gameplay iteration and maintainability. Key features delivered include a Custom Character Controller with improved movement handling, Input Handler Improvements for responsive controls, Showcases edits for assets/demo scenes, Editor Build Settings and Scripts Organization to streamline editor workflows, and file reorganization to improve project structure. Level mechanics were enhanced with moving platforms, kill volumes, climbing, ledge detection, and shader updates, while the animation system received substantial improvements and fixes (transitions, idle fixes, IsGrounded checks). The build and dev workflow were stabilized by reverting problematic merge PRs and addressing a broken development workflow. The combined work reduces build friction, accelerates iteration, and delivers a smoother player experience. Technologies/skills demonstrated: Unity editor tooling, C#, animation system, shader updates, input system design, project structuring and refactoring, and build process automation.
January 2025 — Mindshift project progressed from bootstrap to a scalable base with documented processes and cross-device readiness. Key features delivered include: Project Initialization (Initial commit ba5d2a3ad52100aa5f808840b3d7183ef05f1152; setup 8aed4362adc589f7cf9eccc60aed35380f67b514), Joystick Input Support (2c90d3706ceef7f041910ab193a66fda5825b0fa), Mesh Scene creation and import refinements (db6c93f60bff62ce5d313121e1f5e1b431b45908; 9a7ab5f4c4139b5edbd762feb6fbedd1d3e34c13; b4c9dac192280a2380ac2d517b39b6648e01cd3f; a47f4ae9a6ccb4f7c79fb86b92be9cdae8474d41; 4ec9c59d0bfe2eba89c5db8034bcc983646cef2c), UI/UX enhancements including Folder Colorizer and Colored Folders and file color changes (370cfd50ddc1bc6df77c34ebca86cd549d2df625; 252e8e98702f0c2e6287e523af90721fa422c7c5; 95e413242be9bccbdec78846c0d23896f83cfad5), and Joystick sprites (fbdb1d748663fcf860f49803c6f160eae668a819). Gameplay prototypes and movement improvements include BouncePad, Metal Box, Plank, Balloon and Player Mover with Start Platform (a10d6419b783d309a26933ca72bb6b1d9ad5df0a; 36ec03261aac9dead046371fb42aabdafa4a36a2). Testing utilities updates (fe6184cd1b5f302592d9b87d08485e1d137d9dc9) and code cleanup/refactor (548085b235428166bbdd9ef78654b65204a8879f). Major fixes addressed placeholder revert (ee5dd04320168bb1768a98f10fc05d18c355260a; 69718ec4bbeadf20d71e5eeba2ab8fddf771c912) and removal of an unused extra scene (ab72959721fb1fa445e657b7d1006340507efe75). Overall, these efforts strengthen maintainability, onboarding, cross-device input capabilities, asset workflows, and gameplay experiment fidelity.
January 2025 — Mindshift project progressed from bootstrap to a scalable base with documented processes and cross-device readiness. Key features delivered include: Project Initialization (Initial commit ba5d2a3ad52100aa5f808840b3d7183ef05f1152; setup 8aed4362adc589f7cf9eccc60aed35380f67b514), Joystick Input Support (2c90d3706ceef7f041910ab193a66fda5825b0fa), Mesh Scene creation and import refinements (db6c93f60bff62ce5d313121e1f5e1b431b45908; 9a7ab5f4c4139b5edbd762feb6fbedd1d3e34c13; b4c9dac192280a2380ac2d517b39b6648e01cd3f; a47f4ae9a6ccb4f7c79fb86b92be9cdae8474d41; 4ec9c59d0bfe2eba89c5db8034bcc983646cef2c), UI/UX enhancements including Folder Colorizer and Colored Folders and file color changes (370cfd50ddc1bc6df77c34ebca86cd549d2df625; 252e8e98702f0c2e6287e523af90721fa422c7c5; 95e413242be9bccbdec78846c0d23896f83cfad5), and Joystick sprites (fbdb1d748663fcf860f49803c6f160eae668a819). Gameplay prototypes and movement improvements include BouncePad, Metal Box, Plank, Balloon and Player Mover with Start Platform (a10d6419b783d309a26933ca72bb6b1d9ad5df0a; 36ec03261aac9dead046371fb42aabdafa4a36a2). Testing utilities updates (fe6184cd1b5f302592d9b87d08485e1d137d9dc9) and code cleanup/refactor (548085b235428166bbdd9ef78654b65204a8879f). Major fixes addressed placeholder revert (ee5dd04320168bb1768a98f10fc05d18c355260a; 69718ec4bbeadf20d71e5eeba2ab8fddf771c912) and removal of an unused extra scene (ab72959721fb1fa445e657b7d1006340507efe75). Overall, these efforts strengthen maintainability, onboarding, cross-device input capabilities, asset workflows, and gameplay experiment fidelity.
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