
Jisoo Woo developed core gameplay and UI systems for the LastNest repository, focusing on scalable, data-driven features such as the Dragon Growth System and a comprehensive Tower/Deck integration. Using C#, Unity, and Addressables, Jisoo architected robust asset and data management pipelines, implemented responsive UI components, and refactored project structure for maintainability. The work included expanding boss mechanics, overhauling tower placement, and integrating asynchronous asset loading to improve runtime stability. By addressing critical bugs and enhancing initialization flows, Jisoo enabled faster content iteration and reduced runtime issues, demonstrating depth in Unity development, code organization, and cross-platform asset management within a complex project.

Monthly summary for 2025-05: Focused on delivering scalable gameplay systems and a polished UI, while stabilizing core initialization paths and asset loading. Highlights include Tower Placement System, Dragon Growth expansion, Boss system groundwork, TowerSlot/UI overhaul, and a comprehensive UI redesign with a new SpriteAtlas; additional improvements in deck, damage interfaces, and asset reliability via addressables and Meta SDK. These changes collectively improve player experience, enable faster content iteration, and reduce runtime issues across the LastNest project.
Monthly summary for 2025-05: Focused on delivering scalable gameplay systems and a polished UI, while stabilizing core initialization paths and asset loading. Highlights include Tower Placement System, Dragon Growth expansion, Boss system groundwork, TowerSlot/UI overhaul, and a comprehensive UI redesign with a new SpriteAtlas; additional improvements in deck, damage interfaces, and asset reliability via addressables and Meta SDK. These changes collectively improve player experience, enable faster content iteration, and reduce runtime issues across the LastNest project.
April 2025: Focused on delivering data-driven gameplay features, stabilizing core systems, and laying groundwork for scalable content. Delivered Dragon Growth System with contents and unit data, and a UI scaffold for growth editor. Implemented Tower/Deck integration including DeckDataManager, TowerSlot, UIDeck, UIDeck updates, TowerInfoPanel, and Gacha-Deck linkage, with Layer introduced for rendering order. Added Tower HealthBar UI and Energy UI to improve player visibility and resource feedback. Strengthened the data and tooling stack with SODataManager and DOTween ProjectSettings, and performed project structure improvements for maintainability. Fixed critical bugs (FieldEffect) and ensured stability with DeckDataManager fixes/reverts; refactored GameManager to LocalGameManager and updated documentation (Unit renamed to Tower). Overall impact: faster content iteration, clearer tower/deck workflows, improved UI/UX, and more robust data-driven systems enabling future content.
April 2025: Focused on delivering data-driven gameplay features, stabilizing core systems, and laying groundwork for scalable content. Delivered Dragon Growth System with contents and unit data, and a UI scaffold for growth editor. Implemented Tower/Deck integration including DeckDataManager, TowerSlot, UIDeck, UIDeck updates, TowerInfoPanel, and Gacha-Deck linkage, with Layer introduced for rendering order. Added Tower HealthBar UI and Energy UI to improve player visibility and resource feedback. Strengthened the data and tooling stack with SODataManager and DOTween ProjectSettings, and performed project structure improvements for maintainability. Fixed critical bugs (FieldEffect) and ensured stability with DeckDataManager fixes/reverts; refactored GameManager to LocalGameManager and updated documentation (Unit renamed to Tower). Overall impact: faster content iteration, clearer tower/deck workflows, improved UI/UX, and more robust data-driven systems enabling future content.
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