
Contributed to the beRetana/GDIM_161_HorrorGame repository by developing core gameplay systems, including a first-person movement system, player interaction architecture, and a comprehensive torch mechanic with perlin-based effects. Enhanced player experience through hands system overhauls, item pickup logic, and animation integration, while maintaining robust code organization and asset management. Addressed gameplay stability by refactoring inventory data structures, resolving merge conflicts, and fixing physics and serialization bugs. Improved build hygiene with scene cleanup and accurate contributor credits. Leveraged Unity, C#, and FMOD integration to deliver scalable, maintainable features, demonstrating a methodical approach to both technical depth and collaborative development workflows.
July 2025 monthly summary for beRetana/GDIM_161_HorrorGame: Delivered targeted visuals and build hygiene improvements, with updates to contributor credits to reflect recent playtest involvement. This period focused on enhancing player ambiance, cleaning up the build, and ensuring accurate attribution while maintaining a lean asset pipeline.
July 2025 monthly summary for beRetana/GDIM_161_HorrorGame: Delivered targeted visuals and build hygiene improvements, with updates to contributor credits to reflect recent playtest involvement. This period focused on enhancing player ambiance, cleaning up the build, and ensuring accurate attribution while maintaining a lean asset pipeline.
March 2025 performance summary for beRetana/GDIM_161_HorrorGame: Major hands-and-interaction overhaul delivered, resulting in more intuitive and reliable player-item interactions. Key features delivered include Hands and Hand System Enhancements with new animations, DOM-based hand item usage, and complete item parenting across HandInventory and related components. Additional work included Flame Columns visuals polish and ensuring editor readiness through SerializeFields wiring. Bug fixes stabilized gameplay: Arms.cs parameter now uses a USEDOM boolean, Item Rigidbody behavior corrected, and inspector wiring for serialized fields completed. A verification batch confirmed the working state to support release readiness.
March 2025 performance summary for beRetana/GDIM_161_HorrorGame: Major hands-and-interaction overhaul delivered, resulting in more intuitive and reliable player-item interactions. Key features delivered include Hands and Hand System Enhancements with new animations, DOM-based hand item usage, and complete item parenting across HandInventory and related components. Additional work included Flame Columns visuals polish and ensuring editor readiness through SerializeFields wiring. Bug fixes stabilized gameplay: Arms.cs parameter now uses a USEDOM boolean, Item Rigidbody behavior corrected, and inspector wiring for serialized fields completed. A verification batch confirmed the working state to support release readiness.
February 2025 highlights for beRetana/GDIM_161_HorrorGame: Delivered core gameplay systems, stabilized the codebase, and laid groundwork for the upcoming major feature. Key features delivered include Player Controller integration with prefab updates, a comprehensive Torch System (prefab rename, startup, perlin-based effects, pyrolysis workflow and flame ignition) with adjustable ignition intensity, and foundational gameplay loops such as Item Pickup, Player Animations, and Hands interactions. Inventory data overhaul and a broad data-structures refactor improved scalability and maintainability. Interactables file organization and asset updates (including HelpMe SDF assets) reduced clutter and streamlined asset pipelines. Major bugs fixed include Mirror functionality clarification, revert cleanup to restore stability after merge churn, compiler error prevention during merges, and gitignore hygiene improvements. Hearth text labeling inconsistencies were investigated and addressed where applicable, and miscellaneous small fixes contributed to overall stability. Overall impact: a stronger, more maintainable foundation enabling faster iteration on upcoming features and a more polished player experience. Technologies/skills demonstrated: Unity/C#, prefab management, perlin-based shader/effects work, data-structure refactors, asset pipeline improvements, and robust code hygiene across merges and cleanup.
February 2025 highlights for beRetana/GDIM_161_HorrorGame: Delivered core gameplay systems, stabilized the codebase, and laid groundwork for the upcoming major feature. Key features delivered include Player Controller integration with prefab updates, a comprehensive Torch System (prefab rename, startup, perlin-based effects, pyrolysis workflow and flame ignition) with adjustable ignition intensity, and foundational gameplay loops such as Item Pickup, Player Animations, and Hands interactions. Inventory data overhaul and a broad data-structures refactor improved scalability and maintainability. Interactables file organization and asset updates (including HelpMe SDF assets) reduced clutter and streamlined asset pipelines. Major bugs fixed include Mirror functionality clarification, revert cleanup to restore stability after merge churn, compiler error prevention during merges, and gitignore hygiene improvements. Hearth text labeling inconsistencies were investigated and addressed where applicable, and miscellaneous small fixes contributed to overall stability. Overall impact: a stronger, more maintainable foundation enabling faster iteration on upcoming features and a more polished player experience. Technologies/skills demonstrated: Unity/C#, prefab management, perlin-based shader/effects work, data-structure refactors, asset pipeline improvements, and robust code hygiene across merges and cleanup.
January 2025 beRetana/GDIM_161_HorrorGame monthly summary focusing on business value and technical achievements. Key features delivered include core gameplay scaffolding: (1) First-Person Movement System and Environment/Items Setup, enabling player locomotion and level design with initial environment assets and prefabs; commits include 3e141f9877be1a9589d52d9f137f343b458f6f51 ("1st person movement"), b4c5369ead69af57c4af657b3c8468c0385e019e ("start to arms an fire"), and 8a1e834169bd593b5d50547963e19ea8f091be1a ("Update Playground.unity"). (2) Player Interaction System with ID-based Interactions, adding ID-based interactions framework including Campfire interaction, HandInventory refactor for per-player IDs, PlayerBase, and PlayerManager to register and route interactions; commits include 67aebe87ce0f2156bccd97940eefbd7304ea36c0 ("playerIDs") and afca9dcf28cb0ea5ae977061731c6e2be2767d26 ("player IDs"). Major bugs fixed: none reported in this month based on provided data. Overall impact: establishes essential gameplay mechanics and scalable interaction architecture that accelerates future feature work and enables per-player experiences. Technologies/skills demonstrated: Unity development (C#), prefab and scene management, per-player ID architecture, component-based design, interaction routing, and collaboration via clear commit history.
January 2025 beRetana/GDIM_161_HorrorGame monthly summary focusing on business value and technical achievements. Key features delivered include core gameplay scaffolding: (1) First-Person Movement System and Environment/Items Setup, enabling player locomotion and level design with initial environment assets and prefabs; commits include 3e141f9877be1a9589d52d9f137f343b458f6f51 ("1st person movement"), b4c5369ead69af57c4af657b3c8468c0385e019e ("start to arms an fire"), and 8a1e834169bd593b5d50547963e19ea8f091be1a ("Update Playground.unity"). (2) Player Interaction System with ID-based Interactions, adding ID-based interactions framework including Campfire interaction, HandInventory refactor for per-player IDs, PlayerBase, and PlayerManager to register and route interactions; commits include 67aebe87ce0f2156bccd97940eefbd7304ea36c0 ("playerIDs") and afca9dcf28cb0ea5ae977061731c6e2be2767d26 ("player IDs"). Major bugs fixed: none reported in this month based on provided data. Overall impact: establishes essential gameplay mechanics and scalable interaction architecture that accelerates future feature work and enables per-player experiences. Technologies/skills demonstrated: Unity development (C#), prefab and scene management, per-player ID architecture, component-based design, interaction routing, and collaboration via clear commit history.

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