
Over eight months, Jordan Winmeleznia developed core gameplay systems, AI, and visual features for the Meleznian/IGB300-Game repository, focusing on scalable architecture and rapid iteration. Using Unity, C#, and YAML, Jordan engineered modular enemy and player controllers, implemented wave-based spawning, and integrated animation, particle, and UI systems to enhance feedback and maintainability. He refactored scene and asset management for cleaner onboarding, introduced upgrade and currency mechanics, and resolved complex bugs in physics, collision, and build processes. The work demonstrated depth in 2D game development, balancing new features with robust debugging and code organization to support ongoing content and team collaboration.

Monthly Summary — Meleznian/IGB300-Game (October 2025) Key features delivered: - Weapon Visuals Improvements: added Sawblade visuals and visual updates for Bouncy/Direction Launchers to improve combat feedback and clarity. - Pickup Visuals and Effects: introduced and refined pickup visuals with particle effects, varied spawn chances, and sparkle cues to improve visibility and collection flow. - Tutorial and Drop-Tuning: updates to the tutorial content and tuned pickup drop chances to guide players more effectively; Opening Cutscene adjustments for improved onboarding. - Level/UI/Rendering Enhancements: improvements to level chunk behavior and rendering layer order; UI panels updates; scene and prefab updates (Player, RunnerDemo, and related assets) for consistency and UX. - Content & Balance Delivery: added New Weapons, readded Pipes functionality, integrated the new Enemy from the art team, plus ongoing combat balance updates across weapons and pickups. Major bugs fixed: - Level chunks despawn issues resolved; bolts dying when killwall passes them; pickup collection reliability improved; enemies no longer get stuck in the player or behave erratically below the player; tutorial bug fix; cutscene pause stability; upgrade screen movement lock; collision fixes for flying enemies with the ground; Sawblade bug fixes; debug command disabled. Overall impact and accomplishments: - Substantial uplift in visuals, feedback, onboarding, and balance with improved stability and level rendering; reduced bug backlog and enabled faster iteration cycles, contributing to stronger player experience and retention. Technologies/skills demonstrated: - Unity gameplay engineering ( visuals, particles, spawn logic, rendering layers, and prefabs ); animation tuning; scene/UI integration; cutscene timing and scaling; robust bug-fix discipline and regression testing across core subsystems.
Monthly Summary — Meleznian/IGB300-Game (October 2025) Key features delivered: - Weapon Visuals Improvements: added Sawblade visuals and visual updates for Bouncy/Direction Launchers to improve combat feedback and clarity. - Pickup Visuals and Effects: introduced and refined pickup visuals with particle effects, varied spawn chances, and sparkle cues to improve visibility and collection flow. - Tutorial and Drop-Tuning: updates to the tutorial content and tuned pickup drop chances to guide players more effectively; Opening Cutscene adjustments for improved onboarding. - Level/UI/Rendering Enhancements: improvements to level chunk behavior and rendering layer order; UI panels updates; scene and prefab updates (Player, RunnerDemo, and related assets) for consistency and UX. - Content & Balance Delivery: added New Weapons, readded Pipes functionality, integrated the new Enemy from the art team, plus ongoing combat balance updates across weapons and pickups. Major bugs fixed: - Level chunks despawn issues resolved; bolts dying when killwall passes them; pickup collection reliability improved; enemies no longer get stuck in the player or behave erratically below the player; tutorial bug fix; cutscene pause stability; upgrade screen movement lock; collision fixes for flying enemies with the ground; Sawblade bug fixes; debug command disabled. Overall impact and accomplishments: - Substantial uplift in visuals, feedback, onboarding, and balance with improved stability and level rendering; reduced bug backlog and enabled faster iteration cycles, contributing to stronger player experience and retention. Technologies/skills demonstrated: - Unity gameplay engineering ( visuals, particles, spawn logic, rendering layers, and prefabs ); animation tuning; scene/UI integration; cutscene timing and scaling; robust bug-fix discipline and regression testing across core subsystems.
Month: 2025-09 — Meleznian/IGB300-Game. This performance-focused month stabilized core gameplay, improved feedback, expanded level-design flexibility, and laid groundwork for future content and monetization. Work spanned core physics/interaction refinements, UI polish, scene assets, and economy adjustments, delivering measurable business value through better player retention, lower bug rate, and cleaner build processes.
Month: 2025-09 — Meleznian/IGB300-Game. This performance-focused month stabilized core gameplay, improved feedback, expanded level-design flexibility, and laid groundwork for future content and monetization. Work spanned core physics/interaction refinements, UI polish, scene assets, and economy adjustments, delivering measurable business value through better player retention, lower bug rate, and cleaner build processes.
August 2025 performance summary for Meleznian/IGB300-Game: Delivered core gameplay enhancements, a robust upgrade path, and substantial visual polish while reinforcing project structure and reliability. Key features introduced include a cooldown-based gun system and a reworked upgrades framework, paired with a comprehensive particle/visual overhaul (fireworks, money rain, landing/death effects, ambient particles, heat venting) and updated currency sprites. Scene setup and project organization were improved to streamline development and onboarding. In addition, improvements to the spawn/score management and RunnerDemo scene laid groundwork for richer gameplay with new enemies and a level system. Stability and maintenance work included fixing a broken particle effect, addressing merge issues, health-related bugs, enemy bugs, and namespace cleanup, ensuring a stable baseline for future content. Auto-play features (auto-run, auto-attacking, auto-healing) and UI cleanup were implemented to support new gameplay modes and cleaner UX.
August 2025 performance summary for Meleznian/IGB300-Game: Delivered core gameplay enhancements, a robust upgrade path, and substantial visual polish while reinforcing project structure and reliability. Key features introduced include a cooldown-based gun system and a reworked upgrades framework, paired with a comprehensive particle/visual overhaul (fireworks, money rain, landing/death effects, ambient particles, heat venting) and updated currency sprites. Scene setup and project organization were improved to streamline development and onboarding. In addition, improvements to the spawn/score management and RunnerDemo scene laid groundwork for richer gameplay with new enemies and a level system. Stability and maintenance work included fixing a broken particle effect, addressing merge issues, health-related bugs, enemy bugs, and namespace cleanup, ensuring a stable baseline for future content. Auto-play features (auto-run, auto-attacking, auto-healing) and UI cleanup were implemented to support new gameplay modes and cleaner UX.
July 2025 performance summary for Meleznian/IGB300-Game: Focused on improving visual fidelity and maintainability. Delivered a high-resolution font texture asset upgrade for the Steam Punk Flyer SDF font and completed a significant refactor to centralize enemy spawn configuration. These changes reduce maintenance burden, enable faster iteration, and set the foundation for scalable enemy behavior. No major bugs fixed this period; emphasis on feature delivery and codebase cleanliness.
July 2025 performance summary for Meleznian/IGB300-Game: Focused on improving visual fidelity and maintainability. Delivered a high-resolution font texture asset upgrade for the Steam Punk Flyer SDF font and completed a significant refactor to centralize enemy spawn configuration. These changes reduce maintenance burden, enable faster iteration, and set the foundation for scalable enemy behavior. No major bugs fixed this period; emphasis on feature delivery and codebase cleanliness.
Month: 2025-06 — Performance summary for Meleznian/IGB300-Game. Delivered a consolidated set of MVP improvements, combat/AI enhancements, UI polish, and end-to-end flow fixes that collectively reduce time-to-value and improve player engagement, while stabilizing the codebase for future iterations. Key features delivered: - MVP System Enhancements: Strengthened MVP Level logic and updated MVPLevel assets to accelerate MVP readiness (Commits: 06a56878…, e4f1cd2e6…, 5d278713c…). - Drone System Enhancements: Expanded drone capabilities with new drones, melee controller, and prefab updates (Commits: 44a1dd90…, 1a61ff90…, b548c2d2…, e6070837…). - Pause UI and Menu: Integrated Pause/Death UI with GameManager and Pause Menu UX for improved player control during interruptions (Commits: 0de6109b…, 6f4ccd03…, 567d693c…). - Currency Dropping Mechanism: Added currency drop behavior to BehaviourAgent to enrich reward mechanics (Commit: 8803662ae7…). - Slash Combat Mechanic: Introduced slash combo to combat for more responsive melee gameplay (Commit: 7baa30e216…). - Additional Gameplay/UX and Visual Updates: Health system feature; bullet sprites; MVP Level updates; Ranged Drone updates; Steam King integration; plus scene and meta housekeeping (selected commits cited in notes). Major bugs fixed: - Death handling bug fixed (Commit: 1fabc2d7d1…). - Death animation and moving while dead corrected (Commit: 416b7555ff…). - Charger behavior fixed (Commit: bbe5980a6f…). - Removed incorrect namespace (Commit: d1eefceacc…). - Main Menu stability improvements (Commit: df816516c7…). Overall impact and accomplishments: - Faster MVP readiness and more compelling early gameplay with enhanced MVP Level design and drone capabilities. - Smoother user experience with Pause UI, health system improvements, and reliable main menu behavior. - Stronger end-game flow and progression via Steam King credits integration and updated MVP/Steam interactions. - Improved maintainability and collaboration efficiency through file-system reorganization and metadata cleanup. Technologies/skills demonstrated: - Unity game development, C# scripting, and asset/prefab workflow. - AI/combat system enhancements (drone AI, melee/ranged combat, slash mechanics). - UI/UX integration (Pause/Death UI, menus) and end-game credits flow. - Debugging, issue isolation, and performance-oriented refactors; maintainability improvements (meta cleanup, file reorg).
Month: 2025-06 — Performance summary for Meleznian/IGB300-Game. Delivered a consolidated set of MVP improvements, combat/AI enhancements, UI polish, and end-to-end flow fixes that collectively reduce time-to-value and improve player engagement, while stabilizing the codebase for future iterations. Key features delivered: - MVP System Enhancements: Strengthened MVP Level logic and updated MVPLevel assets to accelerate MVP readiness (Commits: 06a56878…, e4f1cd2e6…, 5d278713c…). - Drone System Enhancements: Expanded drone capabilities with new drones, melee controller, and prefab updates (Commits: 44a1dd90…, 1a61ff90…, b548c2d2…, e6070837…). - Pause UI and Menu: Integrated Pause/Death UI with GameManager and Pause Menu UX for improved player control during interruptions (Commits: 0de6109b…, 6f4ccd03…, 567d693c…). - Currency Dropping Mechanism: Added currency drop behavior to BehaviourAgent to enrich reward mechanics (Commit: 8803662ae7…). - Slash Combat Mechanic: Introduced slash combo to combat for more responsive melee gameplay (Commit: 7baa30e216…). - Additional Gameplay/UX and Visual Updates: Health system feature; bullet sprites; MVP Level updates; Ranged Drone updates; Steam King integration; plus scene and meta housekeeping (selected commits cited in notes). Major bugs fixed: - Death handling bug fixed (Commit: 1fabc2d7d1…). - Death animation and moving while dead corrected (Commit: 416b7555ff…). - Charger behavior fixed (Commit: bbe5980a6f…). - Removed incorrect namespace (Commit: d1eefceacc…). - Main Menu stability improvements (Commit: df816516c7…). Overall impact and accomplishments: - Faster MVP readiness and more compelling early gameplay with enhanced MVP Level design and drone capabilities. - Smoother user experience with Pause UI, health system improvements, and reliable main menu behavior. - Stronger end-game flow and progression via Steam King credits integration and updated MVP/Steam interactions. - Improved maintainability and collaboration efficiency through file-system reorganization and metadata cleanup. Technologies/skills demonstrated: - Unity game development, C# scripting, and asset/prefab workflow. - AI/combat system enhancements (drone AI, melee/ranged combat, slash mechanics). - UI/UX integration (Pause/Death UI, menus) and end-game credits flow. - Debugging, issue isolation, and performance-oriented refactors; maintainability improvements (meta cleanup, file reorg).
May 2025 monthly summary for Meleznian/IGB300-Game focusing on delivering a more balanced, polished gameplay loop and robust foundations for future content. The month combined feature work with targeted stability fixes to enable faster iteration cycles and improved player experience across demos and core gameplay loops.
May 2025 monthly summary for Meleznian/IGB300-Game focusing on delivering a more balanced, polished gameplay loop and robust foundations for future content. The month combined feature work with targeted stability fixes to enable faster iteration cycles and improved player experience across demos and core gameplay loops.
April 2025 Monthly Summary – Meleznian/IGB300-Game Overview: Delivered substantial AI/base system updates, expanded gameplay variety, and polished the demo scene to accelerate iteration, QA, and stakeholder demonstrations. Strengthened codebase stability through targeted fixes and improved scene management with scalable tooling. Key features delivered: - Standardized EnemyBase.cs across the project to improve base enemy behavior and structure (commits 8f03b682bcab0ba0684502c58e1e2c4e4f8496f5; 1315df4661b636fb7fc824a51b5d2587e7827658). - Implemented Crawler enemy and created its prefab to broaden enemy variety and test AI/pathfinding (commits 730f8a06cc2db8671b71649531355863508efe72; 03c1479bcae9315e1248e21e7fb567492c158e87). - Demo Scene development: camera setup, pathfinding integration, enemy behavior adjustments, and death mechanics to demonstrate core gameplay loop (commits 367b8451b696d0e87591db3cced6a93bc2e5fd0a; 8cce7631e02378831533327e81242241f8baa677; 64b4ba3c058792a57a283ddd0661e64d4b6eb945; a621d36b83efbb165225353b64fc8c91e4b17a3a; 78a7b338eda680af703c6c4e7887ef85c4fe642e; bb715ce655e54068ff6808d5d0a8749eed4e9926; 04290f1e6d8d6b686575890f2c42e463a4c00e3d; 270af5a04048eff9add91b11ccf6dde1ac90442d). - NodeManager integration in the demo scene to manage scene nodes more effectively and support future scalability (commits 53bd114bf5cd615c349c14b3fb8fc3bd39d8fe53_chunk_1 repeated). - Player animations and related updates: added animations and death/UI polish to improve feedback and immersion (commits 21c6a8ed8d94950e3d7298c50a5d82af2ddba578; 84ec5a6f1e282cacea7838a4c26bd77b8ac0cda0). - Dev scene and prefabs created to enable faster iteration and testing (commit 01fb806e66b1b93693c57c11b1926141a0272f45). Major bugs fixed: - Capitalization fixes across the codebase to prevent confusion and compile-time issues (commit 61057c0e79f55a5c5971cf575775199dc0091f34). - Resolved merge conflicts introduced during development and subsequent stabilization (commit 54545ffc83b4f04125b93aa26f70aed87ec3900a; 5b479ebfb2f3b703797f01aa10333459388f6515; a44ee6e06112acd0457b178526c988fb92032e98). - Bullet system stability: corrected projectile behavior to prevent runtime errors (commit d5a1a50b90c7b3ef78d3ec3f6476cd761ed87f97). - Misplaced code error fix restoring proper functionality (commit 7ae94da98de101beca208e1a1f05e1b649067c22). - Collision handling improvements to fix physics interactions (commit 70f1138de207a135753158945643a1ff09b9ccc0). - Gravity scale issue in physics engine fixed (commit deca6ed4968d79b086c02025f56b8752ab91f138). - Enemy prefab consistency checks ensuring up-to-date assets across bundles/scenes (commit 65f4646e7c041caff5aade220e750c7572041076). - Merge conflict resolution cleanups to ensure stable integration across branches (commit 5b479ebfb2f3b703797f01aa10333459388f6515; a44ee6e06112acd0457b178526c988fb92032e98). - Demoscene-specific issues addressed leveraging pathfinding updates and death handling improvements (various commits listed above). Overall impact and accomplishments: - Delivered a richer, more stable gameplay prototype with expanded enemy types, responsive AI, and improved player feedback. Enhanced development speed and QA readiness through a dedicated development scene and prefabs. Achieved stronger codebase reliability with capitalization, merge-conflict resolutions, and asset consistency efforts. This positions the project for quicker stakeholder demonstrations and iterative design wins in upcoming sprints. Technologies/skills demonstrated: - Unity-based game development (C#, prefabs, scene management, animation system) and AI/pathfinding basics. - Robust version-control discipline: merge conflict resolution, branch integration, and codebase hygiene (capitalization fixes). - Debugging and QA: physics (gravity scale, collision handling), projectile stability, and scene-level polish. - Modular architecture and tooling: NodeManager integration for scalable scene management and faster iteration loops. - Effective collaboration and iteration planning demonstrated through structured development of demo-scene features and prefabs.
April 2025 Monthly Summary – Meleznian/IGB300-Game Overview: Delivered substantial AI/base system updates, expanded gameplay variety, and polished the demo scene to accelerate iteration, QA, and stakeholder demonstrations. Strengthened codebase stability through targeted fixes and improved scene management with scalable tooling. Key features delivered: - Standardized EnemyBase.cs across the project to improve base enemy behavior and structure (commits 8f03b682bcab0ba0684502c58e1e2c4e4f8496f5; 1315df4661b636fb7fc824a51b5d2587e7827658). - Implemented Crawler enemy and created its prefab to broaden enemy variety and test AI/pathfinding (commits 730f8a06cc2db8671b71649531355863508efe72; 03c1479bcae9315e1248e21e7fb567492c158e87). - Demo Scene development: camera setup, pathfinding integration, enemy behavior adjustments, and death mechanics to demonstrate core gameplay loop (commits 367b8451b696d0e87591db3cced6a93bc2e5fd0a; 8cce7631e02378831533327e81242241f8baa677; 64b4ba3c058792a57a283ddd0661e64d4b6eb945; a621d36b83efbb165225353b64fc8c91e4b17a3a; 78a7b338eda680af703c6c4e7887ef85c4fe642e; bb715ce655e54068ff6808d5d0a8749eed4e9926; 04290f1e6d8d6b686575890f2c42e463a4c00e3d; 270af5a04048eff9add91b11ccf6dde1ac90442d). - NodeManager integration in the demo scene to manage scene nodes more effectively and support future scalability (commits 53bd114bf5cd615c349c14b3fb8fc3bd39d8fe53_chunk_1 repeated). - Player animations and related updates: added animations and death/UI polish to improve feedback and immersion (commits 21c6a8ed8d94950e3d7298c50a5d82af2ddba578; 84ec5a6f1e282cacea7838a4c26bd77b8ac0cda0). - Dev scene and prefabs created to enable faster iteration and testing (commit 01fb806e66b1b93693c57c11b1926141a0272f45). Major bugs fixed: - Capitalization fixes across the codebase to prevent confusion and compile-time issues (commit 61057c0e79f55a5c5971cf575775199dc0091f34). - Resolved merge conflicts introduced during development and subsequent stabilization (commit 54545ffc83b4f04125b93aa26f70aed87ec3900a; 5b479ebfb2f3b703797f01aa10333459388f6515; a44ee6e06112acd0457b178526c988fb92032e98). - Bullet system stability: corrected projectile behavior to prevent runtime errors (commit d5a1a50b90c7b3ef78d3ec3f6476cd761ed87f97). - Misplaced code error fix restoring proper functionality (commit 7ae94da98de101beca208e1a1f05e1b649067c22). - Collision handling improvements to fix physics interactions (commit 70f1138de207a135753158945643a1ff09b9ccc0). - Gravity scale issue in physics engine fixed (commit deca6ed4968d79b086c02025f56b8752ab91f138). - Enemy prefab consistency checks ensuring up-to-date assets across bundles/scenes (commit 65f4646e7c041caff5aade220e750c7572041076). - Merge conflict resolution cleanups to ensure stable integration across branches (commit 5b479ebfb2f3b703797f01aa10333459388f6515; a44ee6e06112acd0457b178526c988fb92032e98). - Demoscene-specific issues addressed leveraging pathfinding updates and death handling improvements (various commits listed above). Overall impact and accomplishments: - Delivered a richer, more stable gameplay prototype with expanded enemy types, responsive AI, and improved player feedback. Enhanced development speed and QA readiness through a dedicated development scene and prefabs. Achieved stronger codebase reliability with capitalization, merge-conflict resolutions, and asset consistency efforts. This positions the project for quicker stakeholder demonstrations and iterative design wins in upcoming sprints. Technologies/skills demonstrated: - Unity-based game development (C#, prefabs, scene management, animation system) and AI/pathfinding basics. - Robust version-control discipline: merge conflict resolution, branch integration, and codebase hygiene (capitalization fixes). - Debugging and QA: physics (gravity scale, collision handling), projectile stability, and scene-level polish. - Modular architecture and tooling: NodeManager integration for scalable scene management and faster iteration loops. - Effective collaboration and iteration planning demonstrated through structured development of demo-scene features and prefabs.
Summary for 2025-03: Delivered foundational architecture and gameplay scaffolding for Meleznian/IGB300-Game, enabling rapid iteration and collaboration. Key features delivered include initial project scaffolding with default configurations, greybox level groundwork with new tiles and a greybox palette prefab integrated into GreyboxLevel.unity, and an enemy system foundation featuring a reusable EnemyBase and a Crawler subclass designed for scalable behavior. Minor bug fix and code quality improvement focused on removing unused imports in EnemyBase.cs. This month’s work creates a solid base for future gameplay features and levels, improving onboarding, maintainability, and scalability, and delivering measurable business value through faster iteration cycles and a cleaner, more extensible codebase.
Summary for 2025-03: Delivered foundational architecture and gameplay scaffolding for Meleznian/IGB300-Game, enabling rapid iteration and collaboration. Key features delivered include initial project scaffolding with default configurations, greybox level groundwork with new tiles and a greybox palette prefab integrated into GreyboxLevel.unity, and an enemy system foundation featuring a reusable EnemyBase and a Crawler subclass designed for scalable behavior. Minor bug fix and code quality improvement focused on removing unused imports in EnemyBase.cs. This month’s work creates a solid base for future gameplay features and levels, improving onboarding, maintainability, and scalability, and delivering measurable business value through faster iteration cycles and a cleaner, more extensible codebase.
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