
Max Fowlkes developed core gameplay systems and user interface features across several Godot Engine projects, including gmuGADIG/DEADSHOT, gmuGADIG/FetchQuest, and gmuGADIG/bake-me-crazy. He implemented stamina-based combat mechanics, rolling actions, and a responsive HUD, using GDScript and scene management to enhance player feedback and pacing. His work on enemy AI introduced state-driven behaviors and randomized decision-making, while asset integration and animation improved visual clarity. Max also delivered real-time scoring and timer systems, supporting transparent player progression. Throughout, he emphasized maintainable code structure, refactoring UI logic and documentation to support future development and ensure scalable, testable gameplay features.

October 2025 summary for gmuGADIG/DEADSHOT: Delivered combat enhancements and AI foundations to strengthen player engagement and gameplay balance. Implemented a Heads-Up Display with stamina mechanics linked to combat modes, rolling costs, and a stamina bar, plus a safeguard preventing firing during rolls. Introduced Wilder enemy AI with a spawn system, constrained wandering, periodic shooting, and a basic RNG to inform AI decisions. These changes provide tangible business value by improving player feedback, pacing, and challenge, while establishing a scalable framework for future AI depth and stamina tuning. No major bugs fixed this month; stability and maintainability improvements alongside feature work.
October 2025 summary for gmuGADIG/DEADSHOT: Delivered combat enhancements and AI foundations to strengthen player engagement and gameplay balance. Implemented a Heads-Up Display with stamina mechanics linked to combat modes, rolling costs, and a stamina bar, plus a safeguard preventing firing during rolls. Introduced Wilder enemy AI with a spawn system, constrained wandering, periodic shooting, and a basic RNG to inform AI decisions. These changes provide tangible business value by improving player feedback, pacing, and challenge, while establishing a scalable framework for future AI depth and stamina tuning. No major bugs fixed this month; stability and maintainability improvements alongside feature work.
September 2025: Delivered key mobility and UI improvements for the DEADSHOT project, focusing on user experience and maintainability. Implemented a timer-based rolling mechanic for the player character and completed a comprehensive Pause Menu UI refactor. The work reduces friction for players and raises code quality for future feature work.
September 2025: Delivered key mobility and UI improvements for the DEADSHOT project, focusing on user experience and maintainability. Implemented a timer-based rolling mechanic for the player character and completed a comprehensive Pause Menu UI refactor. The work reduces friction for players and raises code quality for future feature work.
Delivered a Real-time Scoring and Timer System for gmuGADIG/bake-me-crazy in April 2025. Implemented elapsed-time tracking, rewards based on order accuracy and time spent, and timer updates that provide players with real-time performance feedback. Fixed timer-related bugs and added comprehensive developer documentation to improve maintainability. Impact: enhanced gameplay pacing, transparent scoring, and a solid foundation for future tuning and feature expansion. Technologies/skills demonstrated: real-time systems, timer orchestration, reward calculation logic, and documentation practices.
Delivered a Real-time Scoring and Timer System for gmuGADIG/bake-me-crazy in April 2025. Implemented elapsed-time tracking, rewards based on order accuracy and time spent, and timer updates that provide players with real-time performance feedback. Fixed timer-related bugs and added comprehensive developer documentation to improve maintainability. Impact: enhanced gameplay pacing, transparent scoring, and a solid foundation for future tuning and feature expansion. Technologies/skills demonstrated: real-time systems, timer orchestration, reward calculation logic, and documentation practices.
March 2025: Delivered the Lunch Rush initial scene scaffold for the gmuGADIG/bake-me-crazy project, establishing a reusable 2D scene foundation to accelerate iterative design and UX validation. Implemented lunchrush.tscn with a basic 2D scene structure, background rectangles, sprite placeholders for DivorceWoman and TacoBucket, and a 2D camera, enabling rapid prototyping of level and UI workflows.
March 2025: Delivered the Lunch Rush initial scene scaffold for the gmuGADIG/bake-me-crazy project, establishing a reusable 2D scene foundation to accelerate iterative design and UX validation. Implemented lunchrush.tscn with a basic 2D scene structure, background rectangles, sprite placeholders for DivorceWoman and TacoBucket, and a 2D camera, enabling rapid prototyping of level and UI workflows.
2024-11 Monthly Summary for gmuGADIG/FetchQuest: Delivered dynamic enemy projectile visuals and aiming to enhance combat feedback. Implemented animated projectiles that adjust visuals based on the player's position and added spread for more challenging encounters. Asset integration reached completion with all projectile sprites implemented (see commit db7f6b13980830db85e6306990c8a5ed5eb09713). No major bugs recorded in the provided data; focus was on feature delivery and setting up a foundation for further polish.
2024-11 Monthly Summary for gmuGADIG/FetchQuest: Delivered dynamic enemy projectile visuals and aiming to enhance combat feedback. Implemented animated projectiles that adjust visuals based on the player's position and added spread for more challenging encounters. Asset integration reached completion with all projectile sprites implemented (see commit db7f6b13980830db85e6306990c8a5ed5eb09713). No major bugs recorded in the provided data; focus was on feature delivery and setting up a foundation for further polish.
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