
Developed the Commander Variant of Adventure Mode for the Card-Forge/forge repository, introducing a new game mode that enables color-identity-based deck building and a dedicated commander selection user interface. Leveraged Java to integrate commander mechanics into the player inventory and starting deck systems, ensuring seamless onboarding and adherence to color identity rules. Implemented a command zone to support Commander-specific duel rules, enhancing the strategic depth and replayability of the game. Focused on card game logic, deck building logic, and UI development, this work laid the foundation for future balance and user experience improvements planned for subsequent development sprints.
Concise month summary for Card-Forge/forge in 2025-11: Delivered the Commander Variant of Adventure Mode, enabling color-identity-based deck building, commander selection UI, and integration with player inventory and starting deck. Implemented enforcement of color identity rules and introduced a command zone for duels with Commander-specific rules. This work enhances strategic depth, onboarding flow, and long-term engagement by adding a distinct, replayable game mode. Planned follow-ups include balance and UX polish in the next sprint to maximize business value and player satisfaction.
Concise month summary for Card-Forge/forge in 2025-11: Delivered the Commander Variant of Adventure Mode, enabling color-identity-based deck building, commander selection UI, and integration with player inventory and starting deck. Implemented enforcement of color identity rules and introduced a command zone for duels with Commander-specific rules. This work enhances strategic depth, onboarding flow, and long-term engagement by adding a distinct, replayable game mode. Planned follow-ups include balance and UX polish in the next sprint to maximize business value and player satisfaction.

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