
Mateusz Wisniewski developed a suite of visual and feedback systems for the ltsLumina/FG-GP-Team1 repository, focusing on user immersion and interface clarity. He built a real-time fuel indicator UI as a reusable Unity prefab, integrating it into multiple scenes to provide clear fuel status feedback. Using C#, ShaderLab, and Unity’s Shader Graph, he implemented dynamic plant motion with procedural animation and water-like shader effects, enhancing environmental realism. Mateusz also delivered smoke and collision visuals for trains and submarines, and introduced screen shake feedback on collisions. His work established modular, shader-driven components that streamline iteration and improve the overall gameplay experience.

Month: 2024-11 — Focused on visual fidelity, UI, and feedback systems across FG-GP-Team1. Key features delivered include a real-time Fuel Indicator UI System (prefab) integrated into alpha and sandbox scenes, smoke effects and train visuals across multiple entities, dynamic plant motion with shader-based water-like effects, and screen shake feedback on collisions. No major bugs fixed this month. These efforts deliver tangible business value by improving user immersion, providing clear fuel status indicators, and establishing reusable, shader-based animation and UI components for faster iteration.
Month: 2024-11 — Focused on visual fidelity, UI, and feedback systems across FG-GP-Team1. Key features delivered include a real-time Fuel Indicator UI System (prefab) integrated into alpha and sandbox scenes, smoke effects and train visuals across multiple entities, dynamic plant motion with shader-based water-like effects, and screen shake feedback on collisions. No major bugs fixed this month. These efforts deliver tangible business value by improving user immersion, providing clear fuel status indicators, and establishing reusable, shader-based animation and UI components for faster iteration.
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