
Contributed to the Kim-giseok/ForgottenAbyss repository by building and refining core gameplay systems, including AI-driven monster behaviors, scalable boss mechanics, and a data-driven progression framework. Leveraged C# and Unity to implement Behavior Trees, ScriptableObject-based data management, and Addressables for efficient asset loading. Enhanced animation, audio, and visual pipelines to improve player experience, while introducing object pooling and modular code structures for maintainability and performance. Focused on authoring tools and automated workflows to accelerate iteration, and delivered robust bug fixes across combat, UI, and cutscene systems. The work demonstrated depth in AI programming, asset management, and gameplay balancing within a complex Unity project.
May 2025 monthly wrap-up for Kim-giseok/ForgottenAbyss focused on delivering data-driven features, stabilizing gameplay, and improving authoring efficiency to support scale and faster iteration.
May 2025 monthly wrap-up for Kim-giseok/ForgottenAbyss focused on delivering data-driven features, stabilizing gameplay, and improving authoring efficiency to support scale and faster iteration.
April 2025 (2025-04) Monthly Summary for Kim-giseok/ForgottenAbyss: Delivered a set of core systems that enhance gameplay depth, AI, and content scalability. Key features include a robust Monster System with Creation and Variants, a BTMachine-based monster AI, and a new Summoning system with invulnerability safeguards and testing hooks. Parallel Behavior Tree support was added with parallel nodes and a parallel start node execution path, and Boss system enhancements provide scaffolding and multiple boss types (standard, final, Moonstone) with related summon behavior. Stability improvements were achieved through projectile and hit-detection fixes, and the month laid groundwork for future content with memory-skill workflows, unified enemy structure, and enhanced visuals/animation. Technologies/skills demonstrated include Unity development, C#, Behavior Trees, memory-skill design, projectile system builder pattern, URP compatibility, and animation/visual pipeline improvements.
April 2025 (2025-04) Monthly Summary for Kim-giseok/ForgottenAbyss: Delivered a set of core systems that enhance gameplay depth, AI, and content scalability. Key features include a robust Monster System with Creation and Variants, a BTMachine-based monster AI, and a new Summoning system with invulnerability safeguards and testing hooks. Parallel Behavior Tree support was added with parallel nodes and a parallel start node execution path, and Boss system enhancements provide scaffolding and multiple boss types (standard, final, Moonstone) with related summon behavior. Stability improvements were achieved through projectile and hit-detection fixes, and the month laid groundwork for future content with memory-skill workflows, unified enemy structure, and enhanced visuals/animation. Technologies/skills demonstrated include Unity development, C#, Behavior Trees, memory-skill design, projectile system builder pattern, URP compatibility, and animation/visual pipeline improvements.

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