
Jodie Keene developed and refined core gameplay systems for crazed6/CapstoneTFS_Fall2025 and InteractivePixelStudios/What-The-Flock, focusing on AI behavior, combat, and health management. She implemented modular enemy and player health systems with event-driven damage handling, integrated camera-facing health bar UI, and established a configurable combat framework using C# and Unity. Her work included building test harnesses, scene management improvements, and prefab-based UI to accelerate QA and support rapid iteration. By leveraging object-oriented programming and ScriptableObjects, Jodie enabled scalable feature expansion and maintainable code paths, delivering robust solutions for gameplay responsiveness, balance tuning, and future system extensibility.

June 2025 performance summary: Implemented core health and damage systems across multiple units, enhanced UI for clear combat feedback, and laid groundwork for future feature expansions. Features delivered include Enemy Health and Damage System with Health Bar UI across Drone, Worker, and HeavyEnemy; Player Health and Damage UI integration; and Achievement System scaffolding for What-The-Flock. Refactors to input mapping and combat visuals improved responsiveness and testing. These changes enable better balance tuning, QA readiness, and a scalable foundation for upcoming sprints.
June 2025 performance summary: Implemented core health and damage systems across multiple units, enhanced UI for clear combat feedback, and laid groundwork for future feature expansions. Features delivered include Enemy Health and Damage System with Health Bar UI across Drone, Worker, and HeavyEnemy; Player Health and Damage UI integration; and Achievement System scaffolding for What-The-Flock. Refactors to input mapping and combat visuals improved responsiveness and testing. These changes enable better balance tuning, QA readiness, and a scalable foundation for upcoming sprints.
For May 2025, delivered a substantive overhaul of the combat system and established a dedicated testing framework to accelerate tuning and QA. Key outcomes include a configurable damage system backed by ScriptableObject settings, a modular DamageCalculator, and a DamageTestHarness integrated with existing scenes to ensure accurate damage processing. Introduced a dedicated Jodie_CombatTest scene to validate player attack mechanics, complemented by a reworked test harness (PlayerAttackComponent) and supporting test scaffolding. These changes enable rapid balancing, automated testing, and more reliable combat behavior across the project.
For May 2025, delivered a substantive overhaul of the combat system and established a dedicated testing framework to accelerate tuning and QA. Key outcomes include a configurable damage system backed by ScriptableObject settings, a modular DamageCalculator, and a DamageTestHarness integrated with existing scenes to ensure accurate damage processing. Introduced a dedicated Jodie_CombatTest scene to validate player attack mechanics, complemented by a reworked test harness (PlayerAttackComponent) and supporting test scaffolding. These changes enable rapid balancing, automated testing, and more reliable combat behavior across the project.
April 2025 performance summary for crazed6/CapstoneTFS_Fall2025. Delivered two core features with improved testing and gameplay robustness, enabling faster QA cycles and more maintainable code paths. Key outcomes include a Test Scene Build Configuration that adds a dedicated test scene (BuildTesting.unity) to editor builds, accelerating pre-release validation. Additionally, overhauled the enemy damage system into an event-driven architecture: established a damageable surface with IDamageable and SimpleEnemy, then refactored to EnemyDamageComponent with an OnDeath event and ExploderDeathTrigger to handle exploder-specific death behavior. These changes reduce coupling, improve testability, and lay groundwork for future enemy types and death scenarios, delivering measurable business value through faster iteration, fewer regressions, and scalable gameplay systems.
April 2025 performance summary for crazed6/CapstoneTFS_Fall2025. Delivered two core features with improved testing and gameplay robustness, enabling faster QA cycles and more maintainable code paths. Key outcomes include a Test Scene Build Configuration that adds a dedicated test scene (BuildTesting.unity) to editor builds, accelerating pre-release validation. Additionally, overhauled the enemy damage system into an event-driven architecture: established a damageable surface with IDamageable and SimpleEnemy, then refactored to EnemyDamageComponent with an OnDeath event and ExploderDeathTrigger to handle exploder-specific death behavior. These changes reduce coupling, improve testability, and lay groundwork for future enemy types and death scenarios, delivering measurable business value through faster iteration, fewer regressions, and scalable gameplay systems.
March 2025: Delivered foundational gameplay features and enemy system enhancements in crazed6/CapstoneTFS_Fall2025. Implemented enhanced Enemy AI, health UI, and new enemy varieties; refined scene management with NavMesh integration; established core game systems (managers, game state, pause, journal, and camera); and completed asset/testing environment tweaks (TextMesh Pro updates, test level, and QA-ready scales). Fixed a health bar rendering issue to improve player feedback. These efforts create a cohesive gameplay loop, enable faster feature delivery, and provide a solid foundation for QA and future iterations.
March 2025: Delivered foundational gameplay features and enemy system enhancements in crazed6/CapstoneTFS_Fall2025. Implemented enhanced Enemy AI, health UI, and new enemy varieties; refined scene management with NavMesh integration; established core game systems (managers, game state, pause, journal, and camera); and completed asset/testing environment tweaks (TextMesh Pro updates, test level, and QA-ready scales). Fixed a health bar rendering issue to improve player feedback. These efforts create a cohesive gameplay loop, enable faster feature delivery, and provide a solid foundation for QA and future iterations.
February 2025 monthly summary focusing on delivering and stabilizing Worker enemy AI and UI features for crazed6/CapstoneTFS_Fall2025. Key work includes AI enhancements and death animation, Health Bar UI system implementation and integration with WorkerBehavior, and test scene UI tweaks to support QA. Ongoing health bar refinements based on feedback contributed to stability and visual reliability. Business impact includes improved gameplay responsiveness, clearer health visualization, and reduced QA time through test scene improvements. Technologies leveraged include Unity, C#, prefab-based UI, animation triggers, health interpolation, color changes, and targeted refactoring across commits.
February 2025 monthly summary focusing on delivering and stabilizing Worker enemy AI and UI features for crazed6/CapstoneTFS_Fall2025. Key work includes AI enhancements and death animation, Health Bar UI system implementation and integration with WorkerBehavior, and test scene UI tweaks to support QA. Ongoing health bar refinements based on feedback contributed to stability and visual reliability. Business impact includes improved gameplay responsiveness, clearer health visualization, and reduced QA time through test scene improvements. Technologies leveraged include Unity, C#, prefab-based UI, animation triggers, health interpolation, color changes, and targeted refactoring across commits.
January 2025 was focused on accelerating QA readiness, delivering core AI/gameplay scaffolding, and cleaning up health-related code to reduce conflicts. The work spans two repositories and lays the groundwork for faster iteration, better player/enemy interactions, and more maintainable code paths.
January 2025 was focused on accelerating QA readiness, delivering core AI/gameplay scaffolding, and cleaning up health-related code to reduce conflicts. The work spans two repositories and lays the groundwork for faster iteration, better player/enemy interactions, and more maintainable code paths.
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