
Kartik Gulati contributed to the UQcsse3200/2025-studio-2 repository by developing and refining core gameplay systems over three months, focusing on enemy AI and combat mechanics. He implemented features such as a self-destruct drone with proximity-based activation, integrated advanced boss laser attacks, and enhanced animation controllers for visual fidelity. Kartik applied Java and GDScript within a component-based architecture, emphasizing maintainability and test-driven development using JUnit and Mockito. His work included balancing AI behaviors, restructuring code for clarity, and expanding unit test coverage, resulting in more reliable, engaging gameplay and a robust foundation for future game development iterations.

October 2025 (UQcsse3200/2025-studio-2): Delivered key feature updates and robust test coverage focused on combat systems and boss mechanics. Replaced drone self-destruct activation from a light-cone trigger to a proximity-based approach, refining EnemyFactory logic and removing the light cue. Implemented a comprehensive Boss Laser System with a new BossLaserAttack component, laser spawning/integration in the boss spawn flow, and extensive tests for laser behavior and related components. Added extensive unit tests for BlackholeAnimationController to ensure correct startup, null handling, and cleanup. Overall work emphasizes reliability, gameplay fidelity, and test-driven quality assurance across core combat systems.
October 2025 (UQcsse3200/2025-studio-2): Delivered key feature updates and robust test coverage focused on combat systems and boss mechanics. Replaced drone self-destruct activation from a light-cone trigger to a proximity-based approach, refining EnemyFactory logic and removing the light cue. Implemented a comprehensive Boss Laser System with a new BossLaserAttack component, laser spawning/integration in the boss spawn flow, and extensive tests for laser behavior and related components. Added extensive unit tests for BlackholeAnimationController to ensure correct startup, null handling, and cleanup. Overall work emphasizes reliability, gameplay fidelity, and test-driven quality assurance across core combat systems.
September 2025 (UQcsse3200/2025-studio-2) delivered end-to-end SelfDestruct Drone functionality with cross-component integration and robust test coverage. Key features include a new SelfDestruct Drone core component integrated into EnemyFactory, wired spawning in ForestGameArea and LevelOneGameArea, and advanced drone behavior (speed tuning, proximity explosion, and sequencing). The SelfDestruct Drone System now includes lighting, chase behavior, spawn-time actions, and carrier visuals (cone light), driving engaging gameplay. Quality gains include unit tests for SelfDestructComponent and branch cleanup/finalization for release readiness. Business impact: enables risk-aware enemy encounters, richer player feedback, and a reliable foundation for future combat content. Technologies/skills demonstrated: Java-based game architecture, component-based design, event-driven spawning, unit testing, and release hygiene.
September 2025 (UQcsse3200/2025-studio-2) delivered end-to-end SelfDestruct Drone functionality with cross-component integration and robust test coverage. Key features include a new SelfDestruct Drone core component integrated into EnemyFactory, wired spawning in ForestGameArea and LevelOneGameArea, and advanced drone behavior (speed tuning, proximity explosion, and sequencing). The SelfDestruct Drone System now includes lighting, chase behavior, spawn-time actions, and carrier visuals (cone light), driving engaging gameplay. Quality gains include unit tests for SelfDestructComponent and branch cleanup/finalization for release readiness. Business impact: enables risk-aware enemy encounters, richer player feedback, and a reliable foundation for future combat content. Technologies/skills demonstrated: Java-based game architecture, component-based design, event-driven spawning, unit testing, and release hygiene.
Summary for 2025-08: In UQcsse3200/2025-studio-2, delivered three focused improvements with clear business and technical value: 1) Codebase Package Restructure to align with updated project structure (DesktopLauncher rename). 2) Drone speed tuning for balance to improve player engagement and pacing, followed by a balancing refinement. 3) Chase task precision fix near target to remove erratic AI behavior. The changes improve maintainability, reduce future refactor risk, enhance gameplay feel, and demonstrate strong Java coding, AI tuning, and disciplined version control.
Summary for 2025-08: In UQcsse3200/2025-studio-2, delivered three focused improvements with clear business and technical value: 1) Codebase Package Restructure to align with updated project structure (DesktopLauncher rename). 2) Drone speed tuning for balance to improve player engagement and pacing, followed by a balancing refinement. 3) Chase task precision fix near target to remove erratic AI behavior. The changes improve maintainability, reduce future refactor risk, enhance gameplay feel, and demonstrate strong Java coding, AI tuning, and disciplined version control.
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