
Over four months, Kim contributed to TeamMyGummy/KUMI_TheNineTails by building interactive gameplay systems, refining platformer mechanics, and enhancing asset pipelines. Kim developed features such as dynamic lantern interactions, environmental hazards, and a robust respawn system, using Unity and C# scripting to improve player engagement and progression. The work included overhauling 2D physics-based platforms, unifying monster AI logic, and implementing persistent breakable walls, which increased code maintainability and gameplay depth. Kim also delivered UI and asset refactors, modularized hazards, and introduced event-driven level flow, demonstrating strong skills in prefab management, event systems, and component-based architecture within the Unity Engine.

October 2025 Monthly Summary – TeamMyGummy/KUMI_TheNineTails This period focused on delivering polished gameplay features, improving UI/UX, and strengthening the project’s maintainability and stability. The team shipped multiple player-facing enhancements, a new gameplay gimmick, dynamic level flow, and a wave of asset/UI refactors that set the stage for faster iteration and more reliable releases. Key achievements and business value: - Enhanced UI/UX with dynamic HP slots and improved player status display, delivered via prefab-driven systems, resulting in clearer player feedback and faster QA sign-off. (Commits: 208e6f0d6506f0ef0f04dd97cd123b12cedc836a, 08f379d96bb6f828a0b9601c876c7968d560adf8) - UI asset refactor and asset/prefab renaming to streamline asset management, reduce confusion, and accelerate future iterations. (Commits: a7501e6afbca2693fe878fe82c66a46a0fdedb97, 87716d88630ca34869d6877b3fdce5e855fcd6b8) - Introduced B1 Gimmick: Falling Rocks with a dedicated spawner and visuals, expanding core gameplay and engagement opportunities. (Commit: a0ab53c7b389e566e94189a9fd8f116e50a6393f) - Implemented conditional door system and event-driven controls, enabling dynamic level flow and smoother state transitions via an event bus. (Commits: 38f837b65bc9deabe42f1e155de15b4b98c7d054, 87ccef56830a3f41874af6e768d71d6ebafb0c90) - Laser system refactor into modular parts with updated visuals, improving maintainability and enabling easier asset iteration. (Commit: bf950fb5653479b9e6f6f82fb2547f2d410efde1) - Major stability and quality improvements across objects, hazards, and platforms, reducing regressions and improving gameplay reliability. (Commits: 29e6f8b23f3934dadce154bd1764c75df9476d90, 7dde5ea5c9efcf7454c9e59565f96916ed8f99b9, 579b8a149c6c37fd5a356a0862769d5c7ee7d994, ca6c078d561284a23b5e25d3ef78620b4d05415d) - Added wall-climb art assets for B2 maps and introduced treasure chests with scene transitions, contributing to richer gameplay loops and smoother progression. (Commits: d18dea13b893519b170b67b2b7eebc92b407e362, e4a1331d970c80dc650d0cfaf73f73265ef8c7cf, dc7cc024fa39202d3ef2c160cc4c4c89e026c2c0, 88829c82bf96dc621bc10ed57b5a980b091e2632) Overall impact and accomplishments: - The month delivered a robust foundation for gameplay polish, improved player feedback, and stronger maintainability. The introduced features expand gameplay variety (rock gimmick, doors, lasers, wall-climbing assets) while the UI and asset refactors reduce asset churn and speed up future cycles. Stability work minimizes risk of regressions across core interactions (hazards, tails, platforms), enabling more aggressive feature delivery in the next cycle. Technologies and skills demonstrated: - Unity UI prefabs, dynamic UI composition, and asset alignment for responsive visuals. - Modularization and refactoring of prefabs and assets for better maintainability. - Event-driven architecture for level flow control and inter-object communication. - 2D/3D sprite and asset pipeline, collision/touch area tuning, and platform behavior fixes. - Systematic debugging and QA readiness through targeted fixes to hazards, tail interactions, and object states.
October 2025 Monthly Summary – TeamMyGummy/KUMI_TheNineTails This period focused on delivering polished gameplay features, improving UI/UX, and strengthening the project’s maintainability and stability. The team shipped multiple player-facing enhancements, a new gameplay gimmick, dynamic level flow, and a wave of asset/UI refactors that set the stage for faster iteration and more reliable releases. Key achievements and business value: - Enhanced UI/UX with dynamic HP slots and improved player status display, delivered via prefab-driven systems, resulting in clearer player feedback and faster QA sign-off. (Commits: 208e6f0d6506f0ef0f04dd97cd123b12cedc836a, 08f379d96bb6f828a0b9601c876c7968d560adf8) - UI asset refactor and asset/prefab renaming to streamline asset management, reduce confusion, and accelerate future iterations. (Commits: a7501e6afbca2693fe878fe82c66a46a0fdedb97, 87716d88630ca34869d6877b3fdce5e855fcd6b8) - Introduced B1 Gimmick: Falling Rocks with a dedicated spawner and visuals, expanding core gameplay and engagement opportunities. (Commit: a0ab53c7b389e566e94189a9fd8f116e50a6393f) - Implemented conditional door system and event-driven controls, enabling dynamic level flow and smoother state transitions via an event bus. (Commits: 38f837b65bc9deabe42f1e155de15b4b98c7d054, 87ccef56830a3f41874af6e768d71d6ebafb0c90) - Laser system refactor into modular parts with updated visuals, improving maintainability and enabling easier asset iteration. (Commit: bf950fb5653479b9e6f6f82fb2547f2d410efde1) - Major stability and quality improvements across objects, hazards, and platforms, reducing regressions and improving gameplay reliability. (Commits: 29e6f8b23f3934dadce154bd1764c75df9476d90, 7dde5ea5c9efcf7454c9e59565f96916ed8f99b9, 579b8a149c6c37fd5a356a0862769d5c7ee7d994, ca6c078d561284a23b5e25d3ef78620b4d05415d) - Added wall-climb art assets for B2 maps and introduced treasure chests with scene transitions, contributing to richer gameplay loops and smoother progression. (Commits: d18dea13b893519b170b67b2b7eebc92b407e362, e4a1331d970c80dc650d0cfaf73f73265ef8c7cf, dc7cc024fa39202d3ef2c160cc4c4c89e026c2c0, 88829c82bf96dc621bc10ed57b5a980b091e2632) Overall impact and accomplishments: - The month delivered a robust foundation for gameplay polish, improved player feedback, and stronger maintainability. The introduced features expand gameplay variety (rock gimmick, doors, lasers, wall-climbing assets) while the UI and asset refactors reduce asset churn and speed up future cycles. Stability work minimizes risk of regressions across core interactions (hazards, tails, platforms), enabling more aggressive feature delivery in the next cycle. Technologies and skills demonstrated: - Unity UI prefabs, dynamic UI composition, and asset alignment for responsive visuals. - Modularization and refactoring of prefabs and assets for better maintainability. - Event-driven architecture for level flow control and inter-object communication. - 2D/3D sprite and asset pipeline, collision/touch area tuning, and platform behavior fixes. - Systematic debugging and QA readiness through targeted fixes to hazards, tail interactions, and object states.
Month: 2025-09 — concise monthly summary highlighting key feature delivery, major fixes, impact and skills demonstrated for performance review.
Month: 2025-09 — concise monthly summary highlighting key feature delivery, major fixes, impact and skills demonstrated for performance review.
August 2025 monthly performance for TeamMyGummy/KUMI_TheNineTails. Delivered a major overhaul of 2D platforming and monster AI systems: physics-based Moving Platform system using Rigidbody2D, new MovingPlatformCollider, unified monster movement/AI logic, improved turning, return-to-spawn behavior, and support for airborne platforms. Implemented BreakableWall mechanics with persistent destruction and a dedicated BlockingObject layer to preserve state across sessions, enhancing level interactivity and player feedback. Expanded Monster6 capabilities including whirlwind skill, prefab/art updates, and a new test scene to validate visuals. Layer and project configuration fixes corrected collision behavior and wiring, reducing runtime bugs. These efforts deliver measurable business value by increasing player engagement, enabling richer level design, and providing a more maintainable codebase for future features. Technologies demonstrated: Unity 2D physics, collision layers, prefab/art pipelines, state persistence, and robust refactoring.
August 2025 monthly performance for TeamMyGummy/KUMI_TheNineTails. Delivered a major overhaul of 2D platforming and monster AI systems: physics-based Moving Platform system using Rigidbody2D, new MovingPlatformCollider, unified monster movement/AI logic, improved turning, return-to-spawn behavior, and support for airborne platforms. Implemented BreakableWall mechanics with persistent destruction and a dedicated BlockingObject layer to preserve state across sessions, enhancing level interactivity and player feedback. Expanded Monster6 capabilities including whirlwind skill, prefab/art updates, and a new test scene to validate visuals. Layer and project configuration fixes corrected collision behavior and wiring, reducing runtime bugs. These efforts deliver measurable business value by increasing player engagement, enabling richer level design, and providing a more maintainable codebase for future features. Technologies demonstrated: Unity 2D physics, collision layers, prefab/art pipelines, state persistence, and robust refactoring.
July 2025 - Monthly performance summary for TeamMyGummy/KUMI_TheNineTails: Focused on delivering interactive gameplay features, improving player progression, and strengthening asset pipelines. Key delivered features include Lantern Interaction System with asset tweaks, Environmental Hazards with HP refill and respawn mechanics, and TailBox with NPC dialogue. These efforts increased engagement opportunities and reduced gameplay friction, while showcasing strong Unity proficiency and asset collaboration.
July 2025 - Monthly performance summary for TeamMyGummy/KUMI_TheNineTails: Focused on delivering interactive gameplay features, improving player progression, and strengthening asset pipelines. Key delivered features include Lantern Interaction System with asset tweaks, Environmental Hazards with HP refill and respawn mechanics, and TailBox with NPC dialogue. These efforts increased engagement opportunities and reduced gameplay friction, while showcasing strong Unity proficiency and asset collaboration.
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