
Over a two-month period, contributed to the LastNest repository by building and refining core gameplay systems, including a data-driven Dragon Growth System, scalable Tower Placement, and a comprehensive deck and boss management workflow. Leveraged C#, Unity, and Addressables to implement robust asset management, asynchronous loading, and responsive UI/UX, while integrating features such as health bars, energy displays, and a redesigned game interface. Focused on maintainable architecture through code refactoring, project structure improvements, and documentation updates. Addressed stability by fixing initialization and UI bugs, enhancing system reliability and enabling faster content iteration for future development and player experience improvements.
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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