
Mateo Monastra developed core gameplay systems and features for the MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project repository, focusing on combat, movement, and player experience. Over six months, he engineered modular mechanics such as sprinting, spin attacks, and a robust checkpoint system, integrating them with Unity’s animation controllers and state machines. He improved asset and prefab management, streamlined input handling, and enhanced UI feedback for health and combat. Using C# and Unity, Mateo addressed gameplay stability through targeted bug fixes and code refactoring, resulting in smoother iteration cycles. His work established a maintainable codebase and accelerated feature delivery for ongoing game development.

September 2025 performance summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered a strategic gameplay and pipeline refresh across combat, movement, UI, and tooling that enhances player experience, stability, and maintainability. Highlights include Sprint System Integration, Spin Attack Mechanics, Movement/Locomotion Enhancements, Player Model/Agent Synchronization, and Pickup System Introduction, with complementary UI/UX improvements and core prefab hygiene. Major bug fixes improved dash reliability, attack transitions, and animator consistency, contributing to smoother gameplay and faster iteration cycles. Technologies demonstrated span Unity/C#, animation state machines, AI integration, UI systems, and asset/prefab management.
September 2025 performance summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered a strategic gameplay and pipeline refresh across combat, movement, UI, and tooling that enhances player experience, stability, and maintainability. Highlights include Sprint System Integration, Spin Attack Mechanics, Movement/Locomotion Enhancements, Player Model/Agent Synchronization, and Pickup System Introduction, with complementary UI/UX improvements and core prefab hygiene. Major bug fixes improved dash reliability, attack transitions, and animator consistency, contributing to smoother gameplay and faster iteration cycles. Technologies demonstrated span Unity/C#, animation state machines, AI integration, UI systems, and asset/prefab management.
August 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered tangible gameplay improvements and established a robust foundation for future development. Key outcomes include a Combat System Overhaul with new attack combos, vertical and charged spin attacks, improved input handling, dash and aerial refinements, and updated combat UI feedback; Movement System Improvements with dash recovery and double jump; Camera Control Improvements; Animation Foundations; and Code Cleanups/Refactors. Major bug fix: stabilization of attack logic and related animation/controller updates. Business value centers on enhanced player experience, smoother gameplay, faster iteration cycles, and improved maintainability for ongoing development.
August 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered tangible gameplay improvements and established a robust foundation for future development. Key outcomes include a Combat System Overhaul with new attack combos, vertical and charged spin attacks, improved input handling, dash and aerial refinements, and updated combat UI feedback; Movement System Improvements with dash recovery and double jump; Camera Control Improvements; Animation Foundations; and Code Cleanups/Refactors. Major bug fix: stabilization of attack logic and related animation/controller updates. Business value centers on enhanced player experience, smoother gameplay, faster iteration cycles, and improved maintainability for ongoing development.
July 2025 performance snapshot for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project: Delivered a set of core gameplay and UX improvements across camera control, health, UI, weapon systems, and showroom assets, paired with targeted bug fixes to improve stability and player experience. These efforts increased player feedback quality, reduced friction during progression, and positioned the project for showroom demos and live-release readiness.
July 2025 performance snapshot for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project: Delivered a set of core gameplay and UX improvements across camera control, health, UI, weapon systems, and showroom assets, paired with targeted bug fixes to improve stability and player experience. These efforts increased player feedback quality, reduced friction during progression, and positioned the project for showroom demos and live-release readiness.
June 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered foundational gameplay features, hazard and enemy systems, asset integration, and QA tooling across the project, accelerating feature delivery and improving player experience. Key features include Catapult System, Confetti Mine, Pendulum Hazard System, and asset/model updates, alongside a strengthened enemy animation pipeline and debugging tooling to support rapid QA cycles and experimentation. The month also included level UX enhancements (checkpoints, UI updates) and project hygiene improvements to streamline maintenance and onboarding for new contributors.
June 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered foundational gameplay features, hazard and enemy systems, asset integration, and QA tooling across the project, accelerating feature delivery and improving player experience. Key features include Catapult System, Confetti Mine, Pendulum Hazard System, and asset/model updates, alongside a strengthened enemy animation pipeline and debugging tooling to support rapid QA cycles and experimentation. The month also included level UX enhancements (checkpoints, UI updates) and project hygiene improvements to streamline maintenance and onboarding for new contributors.
May 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project: Key features delivered: - Implemented comprehensive death systems for BaseEnemy, RangedEnemy, and general enemies, enabling consistent death handling, scoring, and tuning. - CheckPoint system overhaul: added player feedback and new signals to improve checkpoint reliability and UX. - Gameplay stability improvements: Updated MovingPlatform behavior; refreshed PickUps with respawn logic; corrected SpecialAttack groundmark spawning. Major bugs fixed: - Hammer bug fix; Fixed RangedEnemy shooting bug; Navmesh bug fix; Level scene loading/transition issues resolved; Debug logs removed for cleaner console output. UI/UX and tooling: - Input system scaffolding and input sensitivity tuning; Canvas/UI updates; added in-game instructions; GameVersion metadata. - Cheats system with movement tweaks, god-mode toggle, and cheats UI to aid QA and playtesting. Assets, level content, and organization: - Art assets and level content updates; collider and level object ordering refinements; prefab updates and level scene adjustments. Impact and technologies demonstrated: - Improves player progression reliability, balancing, and iteration speed. Demonstrates proficiency with Unity/C#, prefab workflows, versioning metadata, and robust debugging. Business value: - Reduced time-to-value for new level features, improved QA readiness, and enhanced player experience and retention through reliable checkpoints and responsive controls.
May 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project: Key features delivered: - Implemented comprehensive death systems for BaseEnemy, RangedEnemy, and general enemies, enabling consistent death handling, scoring, and tuning. - CheckPoint system overhaul: added player feedback and new signals to improve checkpoint reliability and UX. - Gameplay stability improvements: Updated MovingPlatform behavior; refreshed PickUps with respawn logic; corrected SpecialAttack groundmark spawning. Major bugs fixed: - Hammer bug fix; Fixed RangedEnemy shooting bug; Navmesh bug fix; Level scene loading/transition issues resolved; Debug logs removed for cleaner console output. UI/UX and tooling: - Input system scaffolding and input sensitivity tuning; Canvas/UI updates; added in-game instructions; GameVersion metadata. - Cheats system with movement tweaks, god-mode toggle, and cheats UI to aid QA and playtesting. Assets, level content, and organization: - Art assets and level content updates; collider and level object ordering refinements; prefab updates and level scene adjustments. Impact and technologies demonstrated: - Improves player progression reliability, balancing, and iteration speed. Demonstrates proficiency with Unity/C#, prefab workflows, versioning metadata, and robust debugging. Business value: - Reduced time-to-value for new level features, improved QA readiness, and enhanced player experience and retention through reliable checkpoints and responsive controls.
April 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered foundational architecture and key gameplay features that improve stability, scalability, and time-to-delivery for future iterations. Core framework established to support gameplay and future characters, including base project structure, base enemy, and a ScriptableObject-based approach for enemy stats. Major gameplay enhancements include a checkpoint save/respawn system integrated with LevelManager to streamline player progression after failures, and a ranged enemy with its projectile, ground marker, AoE attack, plus modular prefabs for flexible design. Dynamic platform mechanics were added (PingPongPlatform, RotatingCube, PropulsorPlatform) with supporting scripts and assets. Level progression was expanded with a new milestone and LevelMilestone2, complemented by an asset library expansion to include new 3D models and materials for visuals and prototyping. Technologies demonstrated include Unity-based design, ScriptableObjects, state machines, modular prefabs, and LevelManager architecture.
April 2025 monthly summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project. Delivered foundational architecture and key gameplay features that improve stability, scalability, and time-to-delivery for future iterations. Core framework established to support gameplay and future characters, including base project structure, base enemy, and a ScriptableObject-based approach for enemy stats. Major gameplay enhancements include a checkpoint save/respawn system integrated with LevelManager to streamline player progression after failures, and a ranged enemy with its projectile, ground marker, AoE attack, plus modular prefabs for flexible design. Dynamic platform mechanics were added (PingPongPlatform, RotatingCube, PropulsorPlatform) with supporting scripts and assets. Level progression was expanded with a new milestone and LevelMilestone2, complemented by an asset library expansion to include new 3D models and materials for visuals and prototyping. Technologies demonstrated include Unity-based design, ScriptableObjects, state machines, modular prefabs, and LevelManager architecture.
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