
Jiheog Heo developed core gameplay and content systems for KimGiWoon/Project_KC over three months, focusing on dynamic map generation, event-driven mechanics, and robust UI/UX workflows. Using Unity and C#, Jiheog implemented a data-driven map system with configurable node types, streamlined asset and prefab management, and introduced ScriptableObject pipelines to accelerate content authoring. The work included building interactive event systems, refining character selection, and enhancing event branching and reward logic. Jiheog also addressed technical debt through targeted refactoring and stability fixes, ensuring reliable gameplay and maintainable code. The engineering demonstrated depth in algorithm design, asset management, and event handling.

October 2025: Focused bug fix in KimGiWoon/Project_KC addressing Event Icon Mapping and Encounter ID Configuration. Targeted change to correct encounter IDs for specific event groups and remove an unused entry to improve event icon mapping, configuration consistency, and overall reliability. Single commit driven, with clear traceability for review.
October 2025: Focused bug fix in KimGiWoon/Project_KC addressing Event Icon Mapping and Encounter ID Configuration. Targeted change to correct encounter IDs for specific event groups and remove an unused entry to improve event icon mapping, configuration consistency, and overall reliability. Single commit driven, with clear traceability for review.
September 2025: Delivered core mapping, UI, event systems, and data pipelines for KimGiWoon/Project_KC, with a focus on user onboarding, content agility, and system stability. Key outcomes include a data-driven asset pipeline via ScriptableObjects, enhanced node mapping, streamlined character selection, expanded incident-based events, and major UI/UX improvements with targeted bug fixes to ensure reliable gameplay and faster iteration cycles.
September 2025: Delivered core mapping, UI, event systems, and data pipelines for KimGiWoon/Project_KC, with a focus on user onboarding, content agility, and system stability. Key outcomes include a data-driven asset pipeline via ScriptableObjects, enhanced node mapping, streamlined character selection, expanded incident-based events, and major UI/UX improvements with targeted bug fixes to ensure reliable gameplay and faster iteration cycles.
Month 2025-08 – KimGiWoon/Project_KC: Delivered a data-driven dynamic map generation system with templates and node types (start, battle, event, boss), enabling rapid generation and configuration for varied gameplay experiences. Introduced Map UI enhancements with camera scrolling tied to a ScrollRect and node interaction animations, boosting usability and preview workflows. Launched Event Node System with UI for dynamic event typing and integration of event-prefabs for battles/events, improving content variety and authoring efficiency. Completed Asset/Scene Template updates and cleanup, including Lit 2D scene template settings and removal of outdated map-generation scripts, reducing technical debt and aligning visuals with production standards. Fixed a backup-related issue in the event/node subsystem to ensure stability during map design iterations. Overall impact: faster content creation, more engaging and varied maps, improved stability, and stronger alignment with production pipelines. Technologies/skills demonstrated: Unity, DoTween animations, ScrollRect integration, data-driven design, asset pipeline, scene templating, UI/UX, refactoring.
Month 2025-08 – KimGiWoon/Project_KC: Delivered a data-driven dynamic map generation system with templates and node types (start, battle, event, boss), enabling rapid generation and configuration for varied gameplay experiences. Introduced Map UI enhancements with camera scrolling tied to a ScrollRect and node interaction animations, boosting usability and preview workflows. Launched Event Node System with UI for dynamic event typing and integration of event-prefabs for battles/events, improving content variety and authoring efficiency. Completed Asset/Scene Template updates and cleanup, including Lit 2D scene template settings and removal of outdated map-generation scripts, reducing technical debt and aligning visuals with production standards. Fixed a backup-related issue in the event/node subsystem to ensure stability during map design iterations. Overall impact: faster content creation, more engaging and varied maps, improved stability, and stronger alignment with production pipelines. Technologies/skills demonstrated: Unity, DoTween animations, ScrollRect integration, data-driven design, asset pipeline, scene templating, UI/UX, refactoring.
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