
Over six months, Ntagba developed and maintained core gameplay systems for the Last-Voyage/Aframax repository, delivering features such as God Mode, a free-look camera, persistent audio, and a cross-scene developer console. Using Unity, C#, and FMOD, Ntagba implemented robust scene management, player settings persistence, and audio integration, focusing on maintainability and iterative improvement. The work included refactoring camera controls, building event-driven UI updates, and introducing prefab-based audio triggers to enhance immersion. By addressing bugs in prefab hierarchies and settings application, Ntagba ensured stable, user-friendly experiences, demonstrating depth in Unity development and a methodical approach to cross-component system integration.

April 2025 (Last-Voyage/Aframax) delivered meaningful improvements to player experience and settings management, focusing on persistent audio behavior, robust gameplay settings persistence, and targeted bug fixes. The work enhances consistency of user preferences, reduces runtime issues, and strengthens maintainability for the project. Key features delivered include a Persistent Audio System built around PersistentAudioManager, enabling persistent sounds, per-scene startup playback, and object-tied sound instances across scenes. In parallel, a Gameplay Settings Persistence System was introduced with a SaveManager and GameplaySettings singleton to save/load sensitivity, music volume, brightness, and subtitles to GameplaySettings.txt, along with an updated sensitivity range. Major bugs fixed encompass camera sensitivity application: ensuring settings load and apply correctly from GameplaySettings with updated asset metadata; an AmmoRack prefab hierarchy fix correcting parent-child structure and removing redundant references; and heartbeat sound lifecycle improvements with adjusted thresholds and proper coroutine cleanup to prevent lingering references. Overall impact and accomplishments include improved user experience through consistent settings persistence and audio behavior, reduced runtime issues related to audio and input, and stronger long-term maintainability via centralized save/load logic and asset integrity fixes. Technologies/skills demonstrated include Unity/C# pattern usage (Singletons, SaveManager), persistent data management, audio system design, coroutine lifecycle handling, asset management and metadata updates, and cross-scene audio consistency.
April 2025 (Last-Voyage/Aframax) delivered meaningful improvements to player experience and settings management, focusing on persistent audio behavior, robust gameplay settings persistence, and targeted bug fixes. The work enhances consistency of user preferences, reduces runtime issues, and strengthens maintainability for the project. Key features delivered include a Persistent Audio System built around PersistentAudioManager, enabling persistent sounds, per-scene startup playback, and object-tied sound instances across scenes. In parallel, a Gameplay Settings Persistence System was introduced with a SaveManager and GameplaySettings singleton to save/load sensitivity, music volume, brightness, and subtitles to GameplaySettings.txt, along with an updated sensitivity range. Major bugs fixed encompass camera sensitivity application: ensuring settings load and apply correctly from GameplaySettings with updated asset metadata; an AmmoRack prefab hierarchy fix correcting parent-child structure and removing redundant references; and heartbeat sound lifecycle improvements with adjusted thresholds and proper coroutine cleanup to prevent lingering references. Overall impact and accomplishments include improved user experience through consistent settings persistence and audio behavior, reduced runtime issues related to audio and input, and stronger long-term maintainability via centralized save/load logic and asset integrity fixes. Technologies/skills demonstrated include Unity/C# pattern usage (Singletons, SaveManager), persistent data management, audio system design, coroutine lifecycle handling, asset management and metadata updates, and cross-scene audio consistency.
March 2025 performance summary for Last-Voyage/Aframax: Completed a major upgrade to the camera system and camera controls, ensuring player-facing customization with reliable, refactored settings handling. Implemented event-driven updates to UI and gameplay settings to guarantee consistent propagation across scenes. Added audio and scene enhancements, including event-driven scene handling, footstep triggers for MazeScene, and logging to aid debugging. Introduced a persistent ambient audio system to maintain looping FMOD ambience across scenes. These changes reduce player friction, improve debugging visibility, and deliver a smoother, more immersive experience across the product.
March 2025 performance summary for Last-Voyage/Aframax: Completed a major upgrade to the camera system and camera controls, ensuring player-facing customization with reliable, refactored settings handling. Implemented event-driven updates to UI and gameplay settings to guarantee consistent propagation across scenes. Added audio and scene enhancements, including event-driven scene handling, footstep triggers for MazeScene, and logging to aid debugging. Introduced a persistent ambient audio system to maintain looping FMOD ambience across scenes. These changes reduce player friction, improve debugging visibility, and deliver a smoother, more immersive experience across the product.
February 2025 Monthly Summary for Last-Voyage/Aframax: Delivered developer tooling and navigation enhancements to streamline debugging and iteration in the game engine. Implemented a cross-scene dev console accessible from all scenes, with integrated scene navigation controls, robust scene loading, and camera spawning support to facilitate debugging workflows without manual scene restarts.
February 2025 Monthly Summary for Last-Voyage/Aframax: Delivered developer tooling and navigation enhancements to streamline debugging and iteration in the game engine. Implemented a cross-scene dev console accessible from all scenes, with integrated scene navigation controls, robust scene loading, and camera spawning support to facilitate debugging workflows without manual scene restarts.
January 2025 monthly summary for Last-Voyage/Aframax. Delivered high-impact gameplay features, improved stability, and enhanced atmospheric cues. Key outcomes include immersion-focused mechanics, robust debug-friendly toggles via console, and a stabilized UI layout across scenes. This period also reinforced best practices in iterative PR-driven development and cross-component integration.
January 2025 monthly summary for Last-Voyage/Aframax. Delivered high-impact gameplay features, improved stability, and enhanced atmospheric cues. Key outcomes include immersion-focused mechanics, robust debug-friendly toggles via console, and a stabilized UI layout across scenes. This period also reinforced best practices in iterative PR-driven development and cross-component integration.
November 2024 monthly summary for Last-Voyage/Aframax focusing on delivering key gameplay features, system improvements, and codebase stability that drive business value through faster feature delivery, improved player experience, and maintainability.
November 2024 monthly summary for Last-Voyage/Aframax focusing on delivering key gameplay features, system improvements, and codebase stability that drive business value through faster feature delivery, improved player experience, and maintainability.
October 2024: Delivered end-to-end God Mode and Console UI Integration in Last-Voyage/Aframax. Implemented damage immunity toggle, a console-driven damage system with proper damage handling, and a dedicated UI scene for the console display. Completed with a series of targeted commits, addressing issues, keeping in sync with main, and enhancing code clarity through added comments. This work accelerates QA and gameplay tuning by enabling rapid testing and iteration, and demonstrates solid proficiency in gameplay feature development, UI integration, and Git-driven collaboration.
October 2024: Delivered end-to-end God Mode and Console UI Integration in Last-Voyage/Aframax. Implemented damage immunity toggle, a console-driven damage system with proper damage handling, and a dedicated UI scene for the console display. Completed with a series of targeted commits, addressing issues, keeping in sync with main, and enhancing code clarity through added comments. This work accelerates QA and gameplay tuning by enabling rapid testing and iteration, and demonstrates solid proficiency in gameplay feature development, UI integration, and Git-driven collaboration.
Overview of all repositories you've contributed to across your timeline