
Kacper Lukstaedt developed core gameplay systems for CTRL-Games-dev/Under-Control, focusing on procedural level generation, dynamic enemy spawning, and modular asset management. He implemented features such as a unified interaction system, gradient leaf shaders, and a centralized loot randomizer, using C#, Unity, and ShaderLab to enhance both visual fidelity and gameplay depth. His work included refactoring build configurations, optimizing terrain tiling, and expanding localization for dialogue and item systems. By integrating dynamic wave spawning and elite enemy variants, Kacper enabled scalable content iteration and improved player engagement, demonstrating a strong grasp of object-oriented programming and maintainable code organization throughout the project.

In May 2025, CTRL-Games-dev/Under-Control delivered a set of game-system enhancements that increased depth, variability, and player engagement while strengthening maintainability through refactors and centralized systems. The month focused on expanding core gameplay loops, improving balance, and enabling designers to tune experiences more efficiently.
In May 2025, CTRL-Games-dev/Under-Control delivered a set of game-system enhancements that increased depth, variability, and player engagement while strengthening maintainability through refactors and centralized systems. The month focused on expanding core gameplay loops, improving balance, and enabling designers to tune experiences more efficiently.
April 2025 – CTRL-Games-dev/Under-Control: Visual upgrades, stability improvements, and gameplay depth enhancements that deliver immediate business value and set the stage for future content. Visuals: gradient leaf shader and refreshed forest visuals with updated tree prefabs to elevate immersion. Stability/world integrity: terrain tiling optimization refactors chunk generation to eliminate gaps/overlaps and smooths the terrain grid. Scene/build quality: hub scene integration with a reset influence function, improved colliders, adjusted tree influence ranges, shader dissolve tuning, and cleanup of unused scenes for cleaner builds. Gameplay depth: dynamic enemy spawning driven by player influence with new wave configurations, a broadened card system (available/all cards), and ongoing dialogue/localization expansions (English/Polish). Content expansion: weapons suite updated with new Greatsword variants and finalized properties. Overall impact: higher player engagement through richer visuals, more strategic options, and a streamlined development pipeline for future iterations.
April 2025 – CTRL-Games-dev/Under-Control: Visual upgrades, stability improvements, and gameplay depth enhancements that deliver immediate business value and set the stage for future content. Visuals: gradient leaf shader and refreshed forest visuals with updated tree prefabs to elevate immersion. Stability/world integrity: terrain tiling optimization refactors chunk generation to eliminate gaps/overlaps and smooths the terrain grid. Scene/build quality: hub scene integration with a reset influence function, improved colliders, adjusted tree influence ranges, shader dissolve tuning, and cleanup of unused scenes for cleaner builds. Gameplay depth: dynamic enemy spawning driven by player influence with new wave configurations, a broadened card system (available/all cards), and ongoing dialogue/localization expansions (English/Polish). Content expansion: weapons suite updated with new Greatsword variants and finalized properties. Overall impact: higher player engagement through richer visuals, more strategic options, and a streamlined development pipeline for future iterations.
March 2025 summary for CTRL-Games-dev/Under-Control: Implemented a Unified Interaction System (IInteractable) to standardize object interactions, refactored ChangePortal to implement the interface, eliminated legacy pointer event handling, and added camera raycast-based interaction during heavy attacks to detect and interact with IInteractable objects within range. Enhanced forest visuals with new trees and grass assets, reorganized asset folders, and updated material properties to boost visual fidelity and immersion. Fixed Build Configuration by updating Hub.unity scene references and EditorBuildSettings.asset GUIDs to ensure correct scene references, reducing build-time errors. These changes improve gameplay consistency, immersion, and release reliability, while setting a foundation for scalable future features.
March 2025 summary for CTRL-Games-dev/Under-Control: Implemented a Unified Interaction System (IInteractable) to standardize object interactions, refactored ChangePortal to implement the interface, eliminated legacy pointer event handling, and added camera raycast-based interaction during heavy attacks to detect and interact with IInteractable objects within range. Enhanced forest visuals with new trees and grass assets, reorganized asset folders, and updated material properties to boost visual fidelity and immersion. Fixed Build Configuration by updating Hub.unity scene references and EditorBuildSettings.asset GUIDs to ensure correct scene references, reducing build-time errors. These changes improve gameplay consistency, immersion, and release reliability, while setting a foundation for scalable future features.
January 2025: Delivered the foundational Adventure mode for CTRL-Games-dev/Under-Control, establishing procedural level generation and seamless scene transitions to support exploratory gameplay. Implemented player health and regeneration, camera integration, and forest visuals. Built core generation pipelines for floors, walls, trees, grass, and stones, enabling rapid content iteration. Portal-based transitions wired and tested, providing a solid base for future content expansion. Addressed stability fixes to ensure a reliable baseline for QA and ongoing development.
January 2025: Delivered the foundational Adventure mode for CTRL-Games-dev/Under-Control, establishing procedural level generation and seamless scene transitions to support exploratory gameplay. Implemented player health and regeneration, camera integration, and forest visuals. Built core generation pipelines for floors, walls, trees, grass, and stones, enabling rapid content iteration. Portal-based transitions wired and tested, providing a solid base for future content expansion. Addressed stability fixes to ensure a reliable baseline for QA and ongoing development.
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