
Nicolas Coulliais contributed to the S-oul/AstroCube_Team_05 repository by developing and refining core gameplay features, focusing on level expansion, UI/UX improvements, and stability. He implemented a robust Input Display system and enhanced camera behavior using Cinemachine, integrating haptics and screen shake for a more immersive experience. Working primarily in Unity and C#, Nicolas managed asset integration, prefab creation, and shader development to improve visual consistency and player feedback. His work addressed collision reliability, asset cleanup, and UI scalability, resulting in a more cohesive and stable build. The depth of his engineering ensured smoother playtests and a solid foundation for future iterations.

June 2025 performance summary for S-oul/AstroCube_Team_05 focused on delivering a cohesive Input Display system, gameplay polish, level expansion, and stability improvements across the build. Key deliverables include a robust Input Display system (prefabs, displays, icons) with Nar02 integration, camera and gameplay polish via Cinemachine and new haptics/screen shake, and expanded level content with Nar levels 12–14 and Level 17 added to final scenes. Connectivity updates reconnected LVL01 to LVL02, and a PPT Scene was introduced alongside Lights Cube updates. Critical visuals and stability were improved through LVL17 skybox/preview fixes, barrier/wall fixes, Player Prefab fixes, and numerous InputDisplay fixes across multiple levels. Engineering enhancements include keyboard input support and preview tweaks for LVL4, as well as Level 4/5/6 InputDisplay improvements and associated bug fixes across LVLs 01–09. Overall, the month delivered a more consistent player experience, reduced post-release risk, and a stronger technical foundation for future features.
June 2025 performance summary for S-oul/AstroCube_Team_05 focused on delivering a cohesive Input Display system, gameplay polish, level expansion, and stability improvements across the build. Key deliverables include a robust Input Display system (prefabs, displays, icons) with Nar02 integration, camera and gameplay polish via Cinemachine and new haptics/screen shake, and expanded level content with Nar levels 12–14 and Level 17 added to final scenes. Connectivity updates reconnected LVL01 to LVL02, and a PPT Scene was introduced alongside Lights Cube updates. Critical visuals and stability were improved through LVL17 skybox/preview fixes, barrier/wall fixes, Player Prefab fixes, and numerous InputDisplay fixes across multiple levels. Engineering enhancements include keyboard input support and preview tweaks for LVL4, as well as Level 4/5/6 InputDisplay improvements and associated bug fixes across LVLs 01–09. Overall, the month delivered a more consistent player experience, reduced post-release risk, and a stronger technical foundation for future features.
May 2025 monthly summary for S-oul/AstroCube_Team_05 highlighting feature deliveries, asset/level cleanups, UI/UX enhancements, and a key physics fix. Focused on delivering business value through level polish, consistency, and stable playtests to accelerate iteration in upcoming sprints.
May 2025 monthly summary for S-oul/AstroCube_Team_05 highlighting feature deliveries, asset/level cleanups, UI/UX enhancements, and a key physics fix. Focused on delivering business value through level polish, consistency, and stable playtests to accelerate iteration in upcoming sprints.
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