
Over five months, Cody Nava developed core gameplay and UI systems for the CrimsonStar repository, focusing on robust menu navigation, multiplayer lobbies, and in-game settings. Cody engineered features such as controller-friendly navigation, dynamic statistics displays, and real-time settings adjustments, using C#, Unity, and YAML for asset and scene management. He addressed onboarding friction by refining input handling and implementing accessibility improvements, while also stabilizing the codebase through targeted bug fixes and code refactoring. Cody’s work enabled smoother multiplayer experiences, safer configuration workflows, and faster QA iterations, demonstrating depth in UI/UX design, networking, and performance optimization within Unity’s ecosystem.

August 2025 performance summary for CodyNava/CrimsonStar highlights a cohesive multiplayer experience with NetLobby/UI finalization, a ready-to-go onboarding flow via the Ready Toggle, and across-the-board UI polish that improves usability in menus and settings. Major work included a comprehensive Stats UI overhaul (new font/icons, improved sorting) with final pushes of statistics data, and a set of stability fixes that address audio, settings behavior, and quality/preset flows. The month also delivered safer configuration workflows (unsaved changes warning), remapped inputs, local multiplayer reactivation, and broader UI consistency across main menu, in-game settings, and end-of-game screens. Business value is realized through faster matchmaking readiness, clearer player stats, safer and more intuitive settings, and a polished user experience that reduces onboarding friction and supports smoother releases.
August 2025 performance summary for CodyNava/CrimsonStar highlights a cohesive multiplayer experience with NetLobby/UI finalization, a ready-to-go onboarding flow via the Ready Toggle, and across-the-board UI polish that improves usability in menus and settings. Major work included a comprehensive Stats UI overhaul (new font/icons, improved sorting) with final pushes of statistics data, and a set of stability fixes that address audio, settings behavior, and quality/preset flows. The month also delivered safer configuration workflows (unsaved changes warning), remapped inputs, local multiplayer reactivation, and broader UI consistency across main menu, in-game settings, and end-of-game screens. Business value is realized through faster matchmaking readiness, clearer player stats, safer and more intuitive settings, and a polished user experience that reduces onboarding friction and supports smoother releases.
July 2025 performance summary for CodyNava/CrimsonStar focused on delivering a polished, controller-friendly lobby experience, enhanced match/configuration settings, and a QA-facing development workflow, while stabilizing core gameplay flows. Key features delivered include a Lobby UI/Layout and Navigation overhaul aligned to the GDD (expanded navigation, controller-friendly flows, and groundwork for additional settings), and Match Settings enhancements (Adjustable Rounds, Friendly Fire, and Editor Timer). Additional UX/UI improvements were implemented: Holding Behaviour for Menu Scrolling, In-Game Settings UI with placeholder assets, UI tooltips with presets and a safety net, UI placeholders for composition, and a Game Designer Proofing workflow to accelerate QA iterations. A separate Module Refund Setup was initialized to prepare for future monetization controls. Major bug work centered on OutOfBounds issues, with iterative fixes and a revert cycle to maintain build stability while evaluating the correct stabilization path. Overall impact includes improved user experience and navigation reliability, faster design iterations through a formalized proofing workflow, and a cleaner, more modular UI framework. Technologies/skills demonstrated include C# and Unity UI patterns, controller-based navigation, WIP UI prototyping, QA-driven design iterations, and targeted code cleanup.
July 2025 performance summary for CodyNava/CrimsonStar focused on delivering a polished, controller-friendly lobby experience, enhanced match/configuration settings, and a QA-facing development workflow, while stabilizing core gameplay flows. Key features delivered include a Lobby UI/Layout and Navigation overhaul aligned to the GDD (expanded navigation, controller-friendly flows, and groundwork for additional settings), and Match Settings enhancements (Adjustable Rounds, Friendly Fire, and Editor Timer). Additional UX/UI improvements were implemented: Holding Behaviour for Menu Scrolling, In-Game Settings UI with placeholder assets, UI tooltips with presets and a safety net, UI placeholders for composition, and a Game Designer Proofing workflow to accelerate QA iterations. A separate Module Refund Setup was initialized to prepare for future monetization controls. Major bug work centered on OutOfBounds issues, with iterative fixes and a revert cycle to maintain build stability while evaluating the correct stabilization path. Overall impact includes improved user experience and navigation reliability, faster design iterations through a formalized proofing workflow, and a cleaner, more modular UI framework. Technologies/skills demonstrated include C# and Unity UI patterns, controller-based navigation, WIP UI prototyping, QA-driven design iterations, and targeted code cleanup.
June 2025 – CrimsonStar: Focused on UX polish, stability, and cross-input support. Key outcomes include real-time Brightness/Gamma slider behavior with startup load fixes; lobby brightness visuals; Framerate Cap Slider and UltraWide UI scaling; expanded input/navigation (controller and M&K swapping, starting/Main Menu navigation, simple controller navigation); removal of P as pause key; UI/UX improvements; Testing Mode for QA; and notable bug fixes (audio slider, Credits back button, statistics popup timing). These changes improve player experience, reduce onboarding friction, and enable quicker feature iteration.
June 2025 – CrimsonStar: Focused on UX polish, stability, and cross-input support. Key outcomes include real-time Brightness/Gamma slider behavior with startup load fixes; lobby brightness visuals; Framerate Cap Slider and UltraWide UI scaling; expanded input/navigation (controller and M&K swapping, starting/Main Menu navigation, simple controller navigation); removal of P as pause key; UI/UX improvements; Testing Mode for QA; and notable bug fixes (audio slider, Credits back button, statistics popup timing). These changes improve player experience, reduce onboarding friction, and enable quicker feature iteration.
May 2025 monthly summary for CodyNava/CrimsonStar. Focused on UI polish, economy stability, and host configurability to accelerate gameplay readiness and improve user experience. Key outcomes include currency integrity fix in Ship-Editor ScriptableObjects; Credits Screen UI implemented from placeholder to finished state; comprehensive UI/visuals work with V-Sync, brightness, gamma, audio sliders, pause menu, map border, regions, and current currency window (settings refactor included); first iteration of Tooltip System; and Lobby UI design iterations enabling James' work. Supporting work also included PlayerPlateDisplay, Host-configurable game settings, Splash Screen, and Statistics UI. Critical bug fixes (James patch application, Decoupler observer) improved stability and reliability. These deliverables enhance in-game economy accuracy, onboarding clarity, and overall polish, enabling faster feature delivery and a solid foundation for the next milestone.
May 2025 monthly summary for CodyNava/CrimsonStar. Focused on UI polish, economy stability, and host configurability to accelerate gameplay readiness and improve user experience. Key outcomes include currency integrity fix in Ship-Editor ScriptableObjects; Credits Screen UI implemented from placeholder to finished state; comprehensive UI/visuals work with V-Sync, brightness, gamma, audio sliders, pause menu, map border, regions, and current currency window (settings refactor included); first iteration of Tooltip System; and Lobby UI design iterations enabling James' work. Supporting work also included PlayerPlateDisplay, Host-configurable game settings, Splash Screen, and Statistics UI. Critical bug fixes (James patch application, Decoupler observer) improved stability and reliability. These deliverables enhance in-game economy accuracy, onboarding clarity, and overall polish, enabling faster feature delivery and a solid foundation for the next milestone.
April 2025 for CodyNava/CrimsonStar: Delivered a robust menu/navigation foundation and game state management, implemented a full pause/resume flow with integrated settings, enhanced settings UI for accessibility, stabilized visuals with skybox/planet assets, and fixed a key display bug to improve user experience and reliability. This work establishes a solid onboarding and gameplay loop, enabling smoother player flows, consistent state transitions, and higher immersion through asset quality and UI polish.
April 2025 for CodyNava/CrimsonStar: Delivered a robust menu/navigation foundation and game state management, implemented a full pause/resume flow with integrated settings, enhanced settings UI for accessibility, stabilized visuals with skybox/planet assets, and fixed a key display bug to improve user experience and reliability. This work establishes a solid onboarding and gameplay loop, enabling smoother player flows, consistent state transitions, and higher immersion through asset quality and UI polish.
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