
Over 19 months, contributed end-to-end engineering for Adam-G-Klein/UntitledCardGame, building core gameplay, UI, and asset systems in Unity using C# and UXML. Developed features such as companion management, dynamic combat environments, and robust save/load with persistent unlocks, while refactoring UI flows for onboarding, shop, and combat. Addressed stability and UX by implementing input handling, focus management, and VFX pipelines, and resolved over 90 bugs to ensure reliable gameplay. Maintained a disciplined, iterative workflow with traceable commits, emphasizing maintainability and scalability. The work established a cohesive architecture, enabling content-driven development and a polished, accessible player experience across platforms.
May 2026 monthly summary for Adam-G-Klein/UntitledCardGame focused on stability improvements and user-facing flow fixes. Implemented defensive changes to card dealing to handle companion death scenarios, fixed narrative disruption by stopping concierge dialogue after the intro cutscene, and updated the demo raffle URL to ensure correct user redirection. These changes reduce runtime errors in critical moments and enhance user onboarding and participation experience.
May 2026 monthly summary for Adam-G-Klein/UntitledCardGame focused on stability improvements and user-facing flow fixes. Implemented defensive changes to card dealing to handle companion death scenarios, fixed narrative disruption by stopping concierge dialogue after the intro cutscene, and updated the demo raffle URL to ensure correct user redirection. These changes reduce runtime errors in critical moments and enhance user onboarding and participation experience.
April 2026 performance summary for Adam-G-Klein/UntitledCardGame focused on UI/UX polish, gameplay flow, and stability improvements delivering tangible business value through improved onboarding, engagement, and visual/audio fidelity. Key features implemented include: fixed-size card UI with hand tabs, tab visibility improvements, and tooltips for cards and types; deck draw/discard piles and deck shuffle animation; full implementation of card tabs; concierge dialogue SFX added to the intro cutscene; companion animation, combat deck UI, and companion decks UI; end-of-run screen added; onboarding and combat onboarding timing improvements; refactor/cleanup of shops and demo run generation and offscreen enemy spawning. Major bugs fixed include: map generator reverted to demo map to restore stability; scene transition bug in intro cutscene; card render texture sizing issue; card selection view bug and tooltips; tooltip positions bug in cards; combat onboarding audio timing and tooltip render texture destruction fixes; onboarding flow and cutscene fixes. These changes improved reliability, reduced onboarding friction, and enhanced player feedback through visuals and sound.
April 2026 performance summary for Adam-G-Klein/UntitledCardGame focused on UI/UX polish, gameplay flow, and stability improvements delivering tangible business value through improved onboarding, engagement, and visual/audio fidelity. Key features implemented include: fixed-size card UI with hand tabs, tab visibility improvements, and tooltips for cards and types; deck draw/discard piles and deck shuffle animation; full implementation of card tabs; concierge dialogue SFX added to the intro cutscene; companion animation, combat deck UI, and companion decks UI; end-of-run screen added; onboarding and combat onboarding timing improvements; refactor/cleanup of shops and demo run generation and offscreen enemy spawning. Major bugs fixed include: map generator reverted to demo map to restore stability; scene transition bug in intro cutscene; card render texture sizing issue; card selection view bug and tooltips; tooltip positions bug in cards; combat onboarding audio timing and tooltip render texture destruction fixes; onboarding flow and cutscene fixes. These changes improved reliability, reduced onboarding friction, and enhanced player feedback through visuals and sound.
March 2026 performance summary for Adam-G-Klein/UntitledCardGame focused on UX clarity and visual fidelity. Delivered two major feature improvements that streamline gameplay and enhance presentation: 1) Tooltip removal on card cast with end-turn unfocus to reduce distractions and improve pacing; 2) UI/VFX rendering order overhaul to ensure correct visual hierarchy across UI, VFX, and boss visuals, improving scene clarity during gameplay.
March 2026 performance summary for Adam-G-Klein/UntitledCardGame focused on UX clarity and visual fidelity. Delivered two major feature improvements that streamline gameplay and enhance presentation: 1) Tooltip removal on card cast with end-turn unfocus to reduce distractions and improve pacing; 2) UI/VFX rendering order overhaul to ensure correct visual hierarchy across UI, VFX, and boss visuals, improving scene clarity during gameplay.
February 2026 monthly summary: Adam-G-Klein/UntitledCardGame — Shop UI Visual Refresh delivered to align the shop screen with the new design. Implemented background updates and UI tweaks to achieve pixel-perfect visual consistency, enhancing user experience in the shop flow. This work establishes a solid foundation for future design-system adoption and UI scalability. No major bugs fixed this month; the focus was on UI refinement and ensuring clean, traceable changes via commits.
February 2026 monthly summary: Adam-G-Klein/UntitledCardGame — Shop UI Visual Refresh delivered to align the shop screen with the new design. Implemented background updates and UI tweaks to achieve pixel-perfect visual consistency, enhancing user experience in the shop flow. This work establishes a solid foundation for future design-system adoption and UI scalability. No major bugs fixed this month; the focus was on UI refinement and ensuring clean, traceable changes via commits.
January 2026: Delivered core progression improvements, UI polish, and release readiness for UntitledCardGame. Focused on robust persistence, persistent unlocks, and experiential polish, enabling smoother player progression, clearer feedback, and a cleaner onboarding towards 1.0.2. Key business value: improved player retention through reliable progress across sessions, reduced user-reported save/load issues, and a more engaging, responsive interface that accelerates onboarding for new content.
January 2026: Delivered core progression improvements, UI polish, and release readiness for UntitledCardGame. Focused on robust persistence, persistent unlocks, and experiential polish, enabling smoother player progression, clearer feedback, and a cleaner onboarding towards 1.0.2. Key business value: improved player retention through reliable progress across sessions, reduced user-reported save/load issues, and a more engaging, responsive interface that accelerates onboarding for new content.
December 2025 Monthly Summary for Adam-G-Klein/UntitledCardGame: Key features delivered include Meothra Tooltip Enhancement and Sound Effects Volume Standardization. Major bugs fixed: fixed audio volume to a fixed 1.0 in MusicController, ensuring consistent audio output. Overall impact: improved player understanding of Meothra abilities and more predictable audio, reducing player confusion and QA variability. Technologies/skills demonstrated: UI/UX tooltip design, Unity-like tooltip enhancements, audio system tuning with PlayOneShot, code standardization, and commit-based traceability.
December 2025 Monthly Summary for Adam-G-Klein/UntitledCardGame: Key features delivered include Meothra Tooltip Enhancement and Sound Effects Volume Standardization. Major bugs fixed: fixed audio volume to a fixed 1.0 in MusicController, ensuring consistent audio output. Overall impact: improved player understanding of Meothra abilities and more predictable audio, reducing player confusion and QA variability. Technologies/skills demonstrated: UI/UX tooltip design, Unity-like tooltip enhancements, audio system tuning with PlayOneShot, code standardization, and commit-based traceability.
November 2025 performance summary for Adam-G-Klein/UntitledCardGame. Delivered a major UI and combat overhaul, stabilized core gameplay loops, and expanded asset quality, resulting in clearer boss encounters, richer combat variety, and improved player retention. Key features delivered include: (1) Companion Management UI scaffolding and full view implementation with health bar animation; (2) Boss UI enhancements with health bar, selected indicator, and supportive VFX; (3) Cinematic outro enabled when boss fights are defeated; (4) Dynamic combat environments/boards that adapt by act to improve variety and strategic depth; (5) End-of-run and end-turn flow fixes to stabilize gameplay and improve player flow; (6) Serialization and Save/Load registry improvements to increase reliability across sessions; (7) Visual polish and asset updates (new companion art and enemy sprites) to elevate presentation; (8) UX enhancements for tooltips, navigation, and accessibility (status tooltips, edge-clamped tooltips, keyboard navigation).
November 2025 performance summary for Adam-G-Klein/UntitledCardGame. Delivered a major UI and combat overhaul, stabilized core gameplay loops, and expanded asset quality, resulting in clearer boss encounters, richer combat variety, and improved player retention. Key features delivered include: (1) Companion Management UI scaffolding and full view implementation with health bar animation; (2) Boss UI enhancements with health bar, selected indicator, and supportive VFX; (3) Cinematic outro enabled when boss fights are defeated; (4) Dynamic combat environments/boards that adapt by act to improve variety and strategic depth; (5) End-of-run and end-turn flow fixes to stabilize gameplay and improve player flow; (6) Serialization and Save/Load registry improvements to increase reliability across sessions; (7) Visual polish and asset updates (new companion art and enemy sprites) to elevate presentation; (8) UX enhancements for tooltips, navigation, and accessibility (status tooltips, edge-clamped tooltips, keyboard navigation).
October 2025 (2025-10) monthly summary for Adam-G-Klein/UntitledCardGame: Focused on stability, UX polish, and asset hardening across core UI and gameplay loops. Delivered improvements to card hand interactions, deck visualization, and dynamic UI feedback, while hardening the pipeline with asset GUID deduping and expanding narrative UI capabilities. The work reduced edge-case bugs, enhanced player experience, and laid groundwork for future features with safer asset management and richer dialogue.
October 2025 (2025-10) monthly summary for Adam-G-Klein/UntitledCardGame: Focused on stability, UX polish, and asset hardening across core UI and gameplay loops. Delivered improvements to card hand interactions, deck visualization, and dynamic UI feedback, while hardening the pipeline with asset GUID deduping and expanding narrative UI capabilities. The work reduced edge-case bugs, enhanced player experience, and laid groundwork for future features with safer asset management and richer dialogue.
September 2025 performance summary for Adam-G-Klein/UntitledCardGame: Delivered combat UX improvements, shop experience enhancements, and visuals, while stabilizing build and UI workflows. Key outcomes include an end-of-combat revive/heal sequence and companion revive prefab, improved shop unit management, new purchase feedback (card buy VFX) and shop animations, plus enhanced visual feedback (entity ability VFX and basic damage indicators). Major fixes also improved stability and workflow (disable ending player turn in options to prevent accidental turns, removal of problematic inputs, and build/UI refinements), enabling smoother releases and safer iteration. Tech highlights include Unity-based implementations, prefabs, VFX pipelines, UI/UX polish, and automated build tooling (SORegistryBuilder).
September 2025 performance summary for Adam-G-Klein/UntitledCardGame: Delivered combat UX improvements, shop experience enhancements, and visuals, while stabilizing build and UI workflows. Key outcomes include an end-of-combat revive/heal sequence and companion revive prefab, improved shop unit management, new purchase feedback (card buy VFX) and shop animations, plus enhanced visual feedback (entity ability VFX and basic damage indicators). Major fixes also improved stability and workflow (disable ending player turn in options to prevent accidental turns, removal of problematic inputs, and build/UI refinements), enabling smoother releases and safer iteration. Tech highlights include Unity-based implementations, prefabs, VFX pipelines, UI/UX polish, and automated build tooling (SORegistryBuilder).
August 2025 monthly summary: Implemented a cohesive Companion View with combat integration, launched a companion shop/management UI and compendium integration, enhanced health indicators, and overhauled tooltips and UI consistency. Stabilized save/load and hardened combat reliability, delivering a smoother player experience and a scalable foundation for future companion content and UI improvements.
August 2025 monthly summary: Implemented a cohesive Companion View with combat integration, launched a companion shop/management UI and compendium integration, enhanced health indicators, and overhauled tooltips and UI consistency. Stabilized save/load and hardened combat reliability, delivering a smoother player experience and a scalable foundation for future companion content and UI improvements.
July 2025 performance summary for Adam-G-Klein/UntitledCardGame focused on establishing foundational data and state infrastructure, stabilizing input and gameplay loops, and delivering end-to-end save/load capabilities, while continuing UX and editor maintenance. Key architecture work enables scalable content and reliable gameplay across scenes, with finished UI and combat enhancements contributing to a smoother player experience. Highlights include a data-driven Scriptable Object Registry with editor integration, a Game State singleton with hotkey access and cleanup of a broken singleton, and a robust Save/Load system with serialization for enemies/encounters, autosave, and prepared scene-loading flow. Editor organization and UX improvements underpin maintainability and future feature work. Overall impact: increased system reliability, reduced risk for future content delivery, and a clearer path to content-driven gameplay with improved UX and developer productivity.
July 2025 performance summary for Adam-G-Klein/UntitledCardGame focused on establishing foundational data and state infrastructure, stabilizing input and gameplay loops, and delivering end-to-end save/load capabilities, while continuing UX and editor maintenance. Key architecture work enables scalable content and reliable gameplay across scenes, with finished UI and combat enhancements contributing to a smoother player experience. Highlights include a data-driven Scriptable Object Registry with editor integration, a Game State singleton with hotkey access and cleanup of a broken singleton, and a robust Save/Load system with serialization for enemies/encounters, autosave, and prepared scene-loading flow. Editor organization and UX improvements underpin maintainability and future feature work. Overall impact: increased system reliability, reduced risk for future content delivery, and a clearer path to content-driven gameplay with improved UX and developer productivity.
June 2025 monthly summary for Adam-G-Klein/UntitledCardGame: Focused on UX polish and stability improvements. Delivered a dedicated volume control feature and hardened focus management to prevent unintended interactions; reduced edge-case UI events and improved accessibility. Key changes include separate volume controls for music and SFX with a backend/UI refactor (commit 126cae6a0165d0e254c736ad56e8a964080e8fd9) and focus/safety fixes to prevent dead-entity focus and phantom cancel button focus after card purchases (commits 78c06c60af45554db7b7698fc38420e21d28a6c4; 4419bd2db737d3e60dca463275922f488af6a09f).
June 2025 monthly summary for Adam-G-Klein/UntitledCardGame: Focused on UX polish and stability improvements. Delivered a dedicated volume control feature and hardened focus management to prevent unintended interactions; reduced edge-case UI events and improved accessibility. Key changes include separate volume controls for music and SFX with a backend/UI refactor (commit 126cae6a0165d0e254c736ad56e8a964080e8fd9) and focus/safety fixes to prevent dead-entity focus and phantom cancel button focus after card purchases (commits 78c06c60af45554db7b7698fc38420e21d28a6c4; 4419bd2db737d3e60dca463275922f488af6a09f).
May 2025 delivered a major UX and reliability upgrade to UntitledCardGame's shop and combat flows. The shop/companion management overhaul enables drag-and-drop, clearer slot visuals, and stable interactions, reducing friction for players and speeding up content tuning. Input and UI navigation improvements provide consistent controls across shop and combat (including deck view, sell, target selection, and gamepad support), improving accessibility across devices. A new shop editor tool and auto-upgrade toggle accelerate development and iteration. A focused refactor introduced UserDataWrapper to improve data handling and focusable element management, boosting maintainability. Fixed critical bugs in selling flow, upgrade slot behavior, and card targeting with keyboard/controller, delivering a smoother player experience.
May 2025 delivered a major UX and reliability upgrade to UntitledCardGame's shop and combat flows. The shop/companion management overhaul enables drag-and-drop, clearer slot visuals, and stable interactions, reducing friction for players and speeding up content tuning. Input and UI navigation improvements provide consistent controls across shop and combat (including deck view, sell, target selection, and gamepad support), improving accessibility across devices. A new shop editor tool and auto-upgrade toggle accelerate development and iteration. A focused refactor introduced UserDataWrapper to improve data handling and focusable element management, boosting maintainability. Fixed critical bugs in selling flow, upgrade slot behavior, and card targeting with keyboard/controller, delivering a smoother player experience.
April 2025 delivered foundational UX and UI improvements, ongoing combat polish, and early shop infrastructure for UntitledCardGame. Key deliverables include a new Main Menu and Intro Cutscene with asset management and scene loading optimizations to streamline first-time user experience; global input and UI focus enhancements enabling mouse support, controller compatibility, and consistent focus behavior across scenes and combat. The shop system groundwork lays the path for future in-game purchases with a companion sell confirmation flow, focus management refactor, and UI controller prep, enabling smoother navigation and drag-and-drop interactions. Major bug fixes focused on combat stability and controller workflows, including improvements to team signing with controller and ongoing combat polish. These changes collectively improve onboarding, broaden input device support, and set up scalable UI and gameplay systems that enhance player retention and monetization readiness.
April 2025 delivered foundational UX and UI improvements, ongoing combat polish, and early shop infrastructure for UntitledCardGame. Key deliverables include a new Main Menu and Intro Cutscene with asset management and scene loading optimizations to streamline first-time user experience; global input and UI focus enhancements enabling mouse support, controller compatibility, and consistent focus behavior across scenes and combat. The shop system groundwork lays the path for future in-game purchases with a companion sell confirmation flow, focus management refactor, and UI controller prep, enabling smoother navigation and drag-and-drop interactions. Major bug fixes focused on combat stability and controller workflows, including improvements to team signing with controller and ongoing combat polish. These changes collectively improve onboarding, broaden input device support, and set up scalable UI and gameplay systems that enhance player retention and monetization readiness.
In March 2025, completed core feature work and stabilization for Adam-G-Klein/UntitledCardGame, delivering a polished player experience and a more robust production pipeline. Key features shipped include Card Selection UI with support for multiple companions' decks and accurate shop rarity data; visual polish via parallax combat and enhanced VFX; UX improvements in the shop with audio/visual feedback; and audio-system hardening to ensure consistent SFX and music behavior. Critical fixes addressed build/merge, VFX lifecycle management, card cast timing, and Firebreath VFX rollback. These efforts improve user engagement, reduce runtime issues, and position the project for scalable content delivery.
In March 2025, completed core feature work and stabilization for Adam-G-Klein/UntitledCardGame, delivering a polished player experience and a more robust production pipeline. Key features shipped include Card Selection UI with support for multiple companions' decks and accurate shop rarity data; visual polish via parallax combat and enhanced VFX; UX improvements in the shop with audio/visual feedback; and audio-system hardening to ensure consistent SFX and music behavior. Critical fixes addressed build/merge, VFX lifecycle management, card cast timing, and Firebreath VFX rollback. These efforts improve user engagement, reduce runtime issues, and position the project for scalable content delivery.
February 2025: Focused on delivering a more polished, reliable, and monetizable experience for UntitledCardGame. Key features delivered include a deck view UI integrated into the shop and unit management with drag/drop interactions and initial fixes; shop UI and pricing improvements to clarify purchases (buy indicators, price tags) and streamline reroll/upgrade controls; and an architectural/UX alignment effort across combat and shop. In addition, stability and visuals were enhanced with death VFX and a timescale slider, ongoing improvements to exhausted cards, volume slider behavior, and death animation sorting. To reduce risk and improve player experience, critical guardrails were added: preventing benching or selling the last companion (with notification) and enforcing a 5-slot limit for active companions. The CombatEncounterView was refactored to use EntityView for consistency and reuse, and tooltip UIDoc events were integrated for richer UI interactivity. These efforts deliver measurable business value through smoother deck workflows, clearer monetization cues, fewer edge-case blockers, and a maintainable, cross-module UI architecture.
February 2025: Focused on delivering a more polished, reliable, and monetizable experience for UntitledCardGame. Key features delivered include a deck view UI integrated into the shop and unit management with drag/drop interactions and initial fixes; shop UI and pricing improvements to clarify purchases (buy indicators, price tags) and streamline reroll/upgrade controls; and an architectural/UX alignment effort across combat and shop. In addition, stability and visuals were enhanced with death VFX and a timescale slider, ongoing improvements to exhausted cards, volume slider behavior, and death animation sorting. To reduce risk and improve player experience, critical guardrails were added: preventing benching or selling the last companion (with notification) and enforcing a 5-slot limit for active companions. The CombatEncounterView was refactored to use EntityView for consistency and reuse, and tooltip UIDoc events were integrated for richer UI interactivity. These efforts deliver measurable business value through smoother deck workflows, clearer monetization cues, fewer edge-case blockers, and a maintainable, cross-module UI architecture.
January 2025: Delivered a major Shop UI overhaul with new card and companion views, plus groundwork for drag-and-drop companion management and full UI integration into the game. Fixed critical shop UI bugs: correct gold display after rerolls/upgrades and ensuring purchased companions are removed from the shop; updated unit management UI to reflect changes. Impact: improved UX clarity and reliability, reducing player friction and enabling a UI-driven shop flow for future expansions. Technologies/skills: UI toolkit design, state management for complex shop interactions, incremental refactoring, and robust commit discipline (iterative WIP to final integration).
January 2025: Delivered a major Shop UI overhaul with new card and companion views, plus groundwork for drag-and-drop companion management and full UI integration into the game. Fixed critical shop UI bugs: correct gold display after rerolls/upgrades and ensuring purchased companions are removed from the shop; updated unit management UI to reflect changes. Impact: improved UX clarity and reliability, reducing player friction and enabling a UI-driven shop flow for future expansions. Technologies/skills: UI toolkit design, state management for complex shop interactions, incremental refactoring, and robust commit discipline (iterative WIP to final integration).
Month: 2024-11 – Summary of development activity for Adam-G-Klein/UntitledCardGame. This period delivered substantial visual polish, UI rewrites, and a stability fix that together enhance gameplay feedback, onboarding, and reliability. The work demonstrates strong end-to-end execution across visual effects, UI architecture, cutscene UX, and bug containment.
Month: 2024-11 – Summary of development activity for Adam-G-Klein/UntitledCardGame. This period delivered substantial visual polish, UI rewrites, and a stability fix that together enhance gameplay feedback, onboarding, and reliability. The work demonstrates strong end-to-end execution across visual effects, UI architecture, cutscene UX, and bug containment.
Month: 2024-10 — Delivered the interactive CutsceneStartStopper feature for Adam-G-Klein/UntitledCardGame, enabling user-controlled pausing/resuming of the intro cutscene and precise integration with Unity Timeline to trigger a stop signal at a defined point. Implemented input handling via mouse clicks and keyboard (space/Enter) to improve user control over narrative pacing.
Month: 2024-10 — Delivered the interactive CutsceneStartStopper feature for Adam-G-Klein/UntitledCardGame, enabling user-controlled pausing/resuming of the intro cutscene and precise integration with Unity Timeline to trigger a stop signal at a defined point. Implemented input handling via mouse clicks and keyboard (space/Enter) to improve user control over narrative pacing.

Overview of all repositories you've contributed to across your timeline