
Jacob Seto developed core gameplay and animation systems for the JacobSeto/DGA-Summer-Project-2025 repository, focusing on scalable 2D platformer infrastructure in Unity. He established the Kedroy scene with occlusion culling, navigation meshes, and foundational UI, then integrated a playable Armadillo character using custom sprite sheets and a wired animator controller. Jacob overhauled player animation and visual effects, introducing new movement controllers and particle feedback to enhance responsiveness and immersion. Leveraging C#, Unity scripting, and particle systems, he improved visual consistency across environments and refined input handling, resulting in a maintainable codebase that supports rapid iteration and future content expansion.

August 2025 monthly summary: Delivered a major feature set that enhances player movement visuals and feedback. Implemented consolidated particle system updates and new animation states for rolling directions, refined responsiveness with post-launch controller tweaks, and updated effects to world-space settings for consistent visuals across terrain types. No critical bugs were reported this month; the changes improve player experience, consistency, and maintainability, and lay groundwork for future optimizations. Key technologies demonstrated include Unity particle systems (moveWithTransform), terrain-aware effects, and version-control discipline.
August 2025 monthly summary: Delivered a major feature set that enhances player movement visuals and feedback. Implemented consolidated particle system updates and new animation states for rolling directions, refined responsiveness with post-launch controller tweaks, and updated effects to world-space settings for consistent visuals across terrain types. No critical bugs were reported this month; the changes improve player experience, consistency, and maintainability, and lay groundwork for future optimizations. Key technologies demonstrated include Unity particle systems (moveWithTransform), terrain-aware effects, and version-control discipline.
July 2025 (JacobSeto/DGA-Summer-Project-2025) delivered foundational gameplay infrastructure and a cohesive animation pipeline. Key features include the Kedroy scene groundwork with occlusion culling, render/lightmap tuning, navigation mesh, and a basic UI canvas; Armadillo character integration with sprite sheets and an wired animator controller; and a comprehensive Player Animation and Visual Effects overhaul introducing new movement controllers, clips, and particle feedback. These efforts create a scalable baseline for rapid iteration, improve player feedback and immersion, and align with the project roadmap for stability and performance. Business value includes faster feature delivery, clearer separation of concerns between scene setup, character animation, and effects, and more reliable pipelines for future content.
July 2025 (JacobSeto/DGA-Summer-Project-2025) delivered foundational gameplay infrastructure and a cohesive animation pipeline. Key features include the Kedroy scene groundwork with occlusion culling, render/lightmap tuning, navigation mesh, and a basic UI canvas; Armadillo character integration with sprite sheets and an wired animator controller; and a comprehensive Player Animation and Visual Effects overhaul introducing new movement controllers, clips, and particle feedback. These efforts create a scalable baseline for rapid iteration, improve player feedback and immersion, and align with the project roadmap for stability and performance. Business value includes faster feature delivery, clearer separation of concerns between scene setup, character animation, and effects, and more reliable pipelines for future content.
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