
Gavin Arechiga developed core gameplay systems and modular character assembly features for the Monster-Mash repository, focusing on scalable architecture and robust tooling. He engineered animation pipelines, collider integration, and JSON-driven configuration systems using Unity, C#, and JSON, enabling rapid iteration and maintainability. His work included refactoring combat mechanics, implementing a segmented health system with UI feedback, and introducing data-driven input remapping for multiplayer support. By centralizing VFX logic and enhancing editor tooling, Gavin improved both developer experience and gameplay fidelity. The depth of his contributions is reflected in the breadth of features delivered and the stability achieved across releases.

October 2025: Delivered a comprehensive combat overhaul and infrastructure upgrades that improve gameplay fidelity, stability, and scalability. Key features include charge-attack system overhaul, dynamic knockback, structured monster health with UI indicators, and input/versioning improvements, with targeted fixes to ensure smooth player death/limb behavior. These changes deliver tangible business value by enabling richer player feedback, reducing runtime glitches, and accelerating future feature delivery.
October 2025: Delivered a comprehensive combat overhaul and infrastructure upgrades that improve gameplay fidelity, stability, and scalability. Key features include charge-attack system overhaul, dynamic knockback, structured monster health with UI indicators, and input/versioning improvements, with targeted fixes to ensure smooth player death/limb behavior. These changes deliver tangible business value by enabling richer player feedback, reducing runtime glitches, and accelerating future feature delivery.
September 2025: Strengthened multiplayer readiness, gameplay tuning, and developer tooling. Delivered per-player emotes integrated with the input remapping system and multiplayer support with a remapping UI (ShowMenu); introduced a damage launch mechanic with centralized handling and editor visualization for the launch arc, plus configurable damage ranges; expanded editor tooling for monster parts with a deprecation path and test-scene support; and fixed a critical monster behavior issue (mid-air during attacks) with solo testing enabled.
September 2025: Strengthened multiplayer readiness, gameplay tuning, and developer tooling. Delivered per-player emotes integrated with the input remapping system and multiplayer support with a remapping UI (ShowMenu); introduced a damage launch mechanic with centralized handling and editor visualization for the launch arc, plus configurable damage ranges; expanded editor tooling for monster parts with a deprecation path and test-scene support; and fixed a critical monster behavior issue (mid-air during attacks) with solo testing enabled.
August 2025 – Monster Mash development: delivered core gameplay refinements, robust input configuration tooling, and architectural improvements to enable scalable feature work, while improving player experience and maintainability. Key outcomes include a more responsive feel for movement and jumping, a persistent and user-friendly input remapping system, centralized emote management with support for random emotes at spawn, and a clean enum-based refactor for monster part types, plus scene save discipline to safeguard iteration work.
August 2025 – Monster Mash development: delivered core gameplay refinements, robust input configuration tooling, and architectural improvements to enable scalable feature work, while improving player experience and maintainability. Key outcomes include a more responsive feel for movement and jumping, a persistent and user-friendly input remapping system, centralized emote management with support for random emotes at spawn, and a clean enum-based refactor for monster part types, plus scene save discipline to safeguard iteration work.
July 2025 monthly summary for GavinArechiga/Monster-Mash focused on delivering a safer, data-driven content authoring experience and stabilizing core gameplay systems. Key business value includes faster content iteration, reduced risk of data loss, and more robust spawning/camera reliability across scenes.
July 2025 monthly summary for GavinArechiga/Monster-Mash focused on delivering a safer, data-driven content authoring experience and stabilizing core gameplay systems. Key business value includes faster content iteration, reduced risk of data loss, and more robust spawning/camera reliability across scenes.
June 2025: Delivered architecture-level updates to Monster Mash combat, focusing on VFX/Animation and Heavy Attack systems, plus stability fixes from refactoring. These changes improve visual consistency, modularity, and iteration speed, driving better player experience and faster tuning for combat balance.
June 2025: Delivered architecture-level updates to Monster Mash combat, focusing on VFX/Animation and Heavy Attack systems, plus stability fixes from refactoring. These changes improve visual consistency, modularity, and iteration speed, driving better player experience and faster tuning for combat balance.
May 2025 Monthly Summary: Delivered a JSON-driven monster configuration system, migrated core leg controls to a new controller, and enhanced collision/hit detection while laying groundwork for future capabilities. Focused on maintainability, configurability, and QA to enable faster iteration and more accurate gameplay tuning.
May 2025 Monthly Summary: Delivered a JSON-driven monster configuration system, migrated core leg controls to a new controller, and enhanced collision/hit detection while laying groundwork for future capabilities. Focused on maintainability, configurability, and QA to enable faster iteration and more accurate gameplay tuning.
Month: 2025-04. Focused on delivering core Monster Mash character customization features, stabilizing hitbox visuals, integrating additional head and torso parts, and extending decor assets, while tidying the scene and removing legacy boomerang properties. This work accelerates modular character assembly, improves in-editor visualization, and strengthens gameplay visuals and reliability across editing and runtime.
Month: 2025-04. Focused on delivering core Monster Mash character customization features, stabilizing hitbox visuals, integrating additional head and torso parts, and extending decor assets, while tidying the scene and removing legacy boomerang properties. This work accelerates modular character assembly, improves in-editor visualization, and strengthens gameplay visuals and reliability across editing and runtime.
March 2025: Built a robust animation/physics foundation for Monster-Mash and advanced modular anatomy setup to enable rapid feature work. Delivered a complete Arm 11/12 animation pipeline with clips, controllers, hitboxes, and animation-event fixes; expanded collider/physics coverage across torso, wings, and tail; progressed torso/tail/wing setup to enable scalable character assembly (Torso 12-20, Tail 7, Wing 6) and continued torso initialization (Torso 14-20). These efforts improve realism, reduce debugging time, and provide a solid baseline for upcoming gameplay features. Technologies used included a Unity-like animation system, collider integration, and asset pipeline discipline.
March 2025: Built a robust animation/physics foundation for Monster-Mash and advanced modular anatomy setup to enable rapid feature work. Delivered a complete Arm 11/12 animation pipeline with clips, controllers, hitboxes, and animation-event fixes; expanded collider/physics coverage across torso, wings, and tail; progressed torso/tail/wing setup to enable scalable character assembly (Torso 12-20, Tail 7, Wing 6) and continued torso initialization (Torso 14-20). These efforts improve realism, reduce debugging time, and provide a solid baseline for upcoming gameplay features. Technologies used included a Unity-like animation system, collider integration, and asset pipeline discipline.
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