
Over twelve months, Kevin Catlett developed and refined gameplay, visuals, and asset pipelines for the KevinCatlettGames/GlobalGameJam2025 repository. He delivered over 100 features, focusing on 3D modeling, Unity development, and shader programming to enhance visual fidelity, gameplay feedback, and cross-map consistency. His work included implementing new VFX systems, camera workflows, and UI improvements, as well as integrating Steamworks and asset management strategies. Using C#, ShaderGraph, and Unity, Kevin addressed both feature delivery and bug fixes, balancing rapid iteration with codebase stability. The depth of his engineering ensured maintainable systems, robust testing workflows, and a polished, engaging player experience.

February 2026 (Month: 2026-02) focused on delivering targeted testing capabilities for the Wizzo model within the KevinCatlettGames/GlobalGameJam2025 project, and aligning assets and scene setup to accelerate validation cycles. Key outcome: successful delivery of the Wizzo Model Outline Testing Feature, enabling outline-based visibility checks through new prefabs, materials, and scene adjustments for testing purposes. This work reduces iteration time for model validation and improves testing reliability across the Wizzo workflow. Commit reference tied to this delivery: 306afa6fa2d961da8da2c136e08c92ced7ec4d32 (message: "wizzo outline testing"). There were no major bug fixes reported for this month in this repository.
February 2026 (Month: 2026-02) focused on delivering targeted testing capabilities for the Wizzo model within the KevinCatlettGames/GlobalGameJam2025 project, and aligning assets and scene setup to accelerate validation cycles. Key outcome: successful delivery of the Wizzo Model Outline Testing Feature, enabling outline-based visibility checks through new prefabs, materials, and scene adjustments for testing purposes. This work reduces iteration time for model validation and improves testing reliability across the Wizzo workflow. Commit reference tied to this delivery: 306afa6fa2d961da8da2c136e08c92ced7ec4d32 (message: "wizzo outline testing"). There were no major bug fixes reported for this month in this repository.
Monthly summary for 2026-01 focusing on KevinCatlettGames/GlobalGameJam2025. Delivered key features across orthographic camera improvements, shader enhancements, environmental visuals, gameplay balance adjustments, and UI polish. Fixed a critical orthographic rendering bug and improved cross-map consistency. This month included data-driven settings and several map-specific improvements (e.g., TunaDose) with notable commits across the project. Business value achieved includes improved visual fidelity, consistent gameplay experiences across maps, and a more balanced item interaction system, supported by a robust asset and shader pipeline.
Monthly summary for 2026-01 focusing on KevinCatlettGames/GlobalGameJam2025. Delivered key features across orthographic camera improvements, shader enhancements, environmental visuals, gameplay balance adjustments, and UI polish. Fixed a critical orthographic rendering bug and improved cross-map consistency. This month included data-driven settings and several map-specific improvements (e.g., TunaDose) with notable commits across the project. Business value achieved includes improved visual fidelity, consistent gameplay experiences across maps, and a more balanced item interaction system, supported by a robust asset and shader pipeline.
December 2025 performance summary for KevinCatlettGames/GlobalGameJam2025 focused on delivering high-fidelity map visuals, stabilizing shader work, and advancing deployment readiness. Key features delivered include Tuna Map assets with cinematic camera integration, lighting passes, and navigation tests; Pot Map visuals with wall patterns, a fluid shader, and shader-based MW materials; and cross-map Tuna/Eimer enhancements across maps and scenes. A critical shader revert for Pot Map was fixed to restore stability ahead of release. Release preparation and deployment pushes were completed to accelerate December deployment. Overall, these efforts improved visual fidelity, cross-map consistency, and time-to-market while strengthening skills in shader programming, asset pipelines, camera systems, and release engineering.
December 2025 performance summary for KevinCatlettGames/GlobalGameJam2025 focused on delivering high-fidelity map visuals, stabilizing shader work, and advancing deployment readiness. Key features delivered include Tuna Map assets with cinematic camera integration, lighting passes, and navigation tests; Pot Map visuals with wall patterns, a fluid shader, and shader-based MW materials; and cross-map Tuna/Eimer enhancements across maps and scenes. A critical shader revert for Pot Map was fixed to restore stability ahead of release. Release preparation and deployment pushes were completed to accelerate December deployment. Overall, these efforts improved visual fidelity, cross-map consistency, and time-to-market while strengthening skills in shader programming, asset pipelines, camera systems, and release engineering.
November 2025 (Month: 2025-11) — GlobalGameJam2025 project: Delivered a set of high-impact visual and asset improvements across shader, environment, and UI, with targeted testing controls to support QA and demo readiness. The work focused on enhancing visual fidelity, gameplay clarity, and asset reliability, laying groundwork for a polished demo experience. Highlights include a comprehensive Wizzo shader overhaul, a crab assets refresh, UI iconography refresh, an environment material upgrade for TunaDose, and a testing-friendly water toggle in Eimer Map. Commit history demonstrates robust shader work, asset pipelines, and UI consistency updates.
November 2025 (Month: 2025-11) — GlobalGameJam2025 project: Delivered a set of high-impact visual and asset improvements across shader, environment, and UI, with targeted testing controls to support QA and demo readiness. The work focused on enhancing visual fidelity, gameplay clarity, and asset reliability, laying groundwork for a polished demo experience. Highlights include a comprehensive Wizzo shader overhaul, a crab assets refresh, UI iconography refresh, an environment material upgrade for TunaDose, and a testing-friendly water toggle in Eimer Map. Commit history demonstrates robust shader work, asset pipelines, and UI consistency updates.
October 2025 (2025-10) – GlobalGameJam2025: Deliverables centered on elevating visuals, expanding map assets, stabilizing combat-related VFX, and strengthening the asset pipeline and camera workflows to support rapid iteration. Key features delivered: - Scene Cleanup and Visual FX Enhancements: cleaned up scene folders, removed unused scenes, and refined VFX including pop effects and related visuals. - Eimer Map Asset Integration and Lighting: added Eimer map assets, HDRI, textures, and initial lighting/baking; Eimer Cinecam added; MainMap Stove Mesh added. - Cinecam, Pot Map, and Lighting Integration: restored pot map, Cinecam integration, and lighting updates for pot map workflows. - Moving Walls Asset Integration: added moving walls assets, materials, and lighting adjustments. - Visual Effects: Giant Pop and Trail FX, MW VFX tweaks, explosions, and muzzle flash systems. - Hit Stun Numbers Adjustments and VFX Bug Fixes: adjusted hit stun timings; fixed pot map VFX issues. Major bugs fixed: - Hit Stun Numbers Adjustments optimized combat timing. - Visual Effects: Pot Map VFX Bug Fix resolved inconsistencies in pot-map visuals. - Revert Eimer Map Assets Changes stabilized the build when asset changes caused issues. Overall impact and accomplishments: - Improved player immersion and feedback with refined combat timing, enhanced pop/trail VFX, and more cohesive map visuals. - Expanded map capabilities and cinematic workflows (Eimer map, Cinecam, pot map) enabling consistent storytelling and easier QA. - Strengthened art pipeline with asset integration, lighting/baking, and dynamic geometry (Moving Walls), reducing iteration cycles. Technologies/skills demonstrated: - Unity-based VFX design, HDRI lighting, and baking pipelines; Cinecam integration; asset pipeline and version control discipline; debugging and quick-turnaround fixes for gameplay polish.
October 2025 (2025-10) – GlobalGameJam2025: Deliverables centered on elevating visuals, expanding map assets, stabilizing combat-related VFX, and strengthening the asset pipeline and camera workflows to support rapid iteration. Key features delivered: - Scene Cleanup and Visual FX Enhancements: cleaned up scene folders, removed unused scenes, and refined VFX including pop effects and related visuals. - Eimer Map Asset Integration and Lighting: added Eimer map assets, HDRI, textures, and initial lighting/baking; Eimer Cinecam added; MainMap Stove Mesh added. - Cinecam, Pot Map, and Lighting Integration: restored pot map, Cinecam integration, and lighting updates for pot map workflows. - Moving Walls Asset Integration: added moving walls assets, materials, and lighting adjustments. - Visual Effects: Giant Pop and Trail FX, MW VFX tweaks, explosions, and muzzle flash systems. - Hit Stun Numbers Adjustments and VFX Bug Fixes: adjusted hit stun timings; fixed pot map VFX issues. Major bugs fixed: - Hit Stun Numbers Adjustments optimized combat timing. - Visual Effects: Pot Map VFX Bug Fix resolved inconsistencies in pot-map visuals. - Revert Eimer Map Assets Changes stabilized the build when asset changes caused issues. Overall impact and accomplishments: - Improved player immersion and feedback with refined combat timing, enhanced pop/trail VFX, and more cohesive map visuals. - Expanded map capabilities and cinematic workflows (Eimer map, Cinecam, pot map) enabling consistent storytelling and easier QA. - Strengthened art pipeline with asset integration, lighting/baking, and dynamic geometry (Moving Walls), reducing iteration cycles. Technologies/skills demonstrated: - Unity-based VFX design, HDRI lighting, and baking pipelines; Cinecam integration; asset pipeline and version control discipline; debugging and quick-turnaround fixes for gameplay polish.
September 2025 monthly summary for KevinCatlettGames/GlobalGameJam2025 focused on visual fidelity, VFX expansion, lighting upgrades, and platform readiness. Delivered a broad suite of VFX improvements (death and damage visuals, bubble/item visuals, droplets and wet effects), lighting and shader updates across multiple maps, Pot Map textures and rendering enhancements, and camera/post-processing improvements. Implemented Steamworks integration and testing scaffolding for Danger VFX, with a stability fix addressing a delay timing issue. These changes improve gameplay polish, visual consistency, and cross‑platform readiness, enabling more engaging gameplay and faster iteration cycles.
September 2025 monthly summary for KevinCatlettGames/GlobalGameJam2025 focused on visual fidelity, VFX expansion, lighting upgrades, and platform readiness. Delivered a broad suite of VFX improvements (death and damage visuals, bubble/item visuals, droplets and wet effects), lighting and shader updates across multiple maps, Pot Map textures and rendering enhancements, and camera/post-processing improvements. Implemented Steamworks integration and testing scaffolding for Danger VFX, with a stability fix addressing a delay timing issue. These changes improve gameplay polish, visual consistency, and cross‑platform readiness, enabling more engaging gameplay and faster iteration cycles.
Month: 2025-08 | Concise monthly summary for a developer's work focused on delivering two core features for GlobalGameJam2025 and polishing the visuals to enhance gameplay feel and rendering quality.
Month: 2025-08 | Concise monthly summary for a developer's work focused on delivering two core features for GlobalGameJam2025 and polishing the visuals to enhance gameplay feel and rendering quality.
June 2025 monthly summary focusing on gameplay feedback enhancements and system tuning for KevinCatlettGames/GlobalGameJam2025. Delivered visual death feedback improvements, new corner death zones, camera shake, and refined bubble mechanics to balance player interaction and challenge. Integrated changes with minimal build impact and strong maintainability.
June 2025 monthly summary focusing on gameplay feedback enhancements and system tuning for KevinCatlettGames/GlobalGameJam2025. Delivered visual death feedback improvements, new corner death zones, camera shake, and refined bubble mechanics to balance player interaction and challenge. Integrated changes with minimal build impact and strong maintainability.
May 2025 highlights for KevinCatlettGames/GlobalGameJam2025: Implemented gameplay testing and balance tuning; delivered broad visual overhaul (new item models, glow effects, and enhanced VFX across dash, bubbles, spuli, and items); UI/UX upgrades including main menu backgrounds and new icon set; refactored VFX structure for maintainability. Business value:Sharper balance, more engaging visuals, faster iteration, and improved onboarding.
May 2025 highlights for KevinCatlettGames/GlobalGameJam2025: Implemented gameplay testing and balance tuning; delivered broad visual overhaul (new item models, glow effects, and enhanced VFX across dash, bubbles, spuli, and items); UI/UX upgrades including main menu backgrounds and new icon set; refactored VFX structure for maintainability. Business value:Sharper balance, more engaging visuals, faster iteration, and improved onboarding.
April 2025 – GlobalGameJam2025: Focused on UI polish, visual fidelity, asset integration, and engagement features. Key outcomes include stabilizing the Unity scene by reverting LVL_Eimer.unity change, UI alignment fixes and new blur effect, integration of a moving walls FBX asset, enhanced lighting and post-processing across main scene and Kochtopf map, and the rollout of Pusher-based push notifications. Dash VFX initialization script and configuration adjustments were added, and codebase cleanup improved maintainability. Business value: smoother UX, richer visuals, reliable user engagement, and a cleaner codebase to support future iterations.
April 2025 – GlobalGameJam2025: Focused on UI polish, visual fidelity, asset integration, and engagement features. Key outcomes include stabilizing the Unity scene by reverting LVL_Eimer.unity change, UI alignment fixes and new blur effect, integration of a moving walls FBX asset, enhanced lighting and post-processing across main scene and Kochtopf map, and the rollout of Pusher-based push notifications. Dash VFX initialization script and configuration adjustments were added, and codebase cleanup improved maintainability. Business value: smoother UX, richer visuals, reliable user engagement, and a cleaner codebase to support future iterations.
March 2025 – GlobalGameJam2025: Focused on visual fidelity, content expansion, and stability. Delivered substantial VFX enhancements (explosions, bubbles, pain/rocket effects, item pickups), camera and UI refinements, and new maps/levels (Eimer Map, Tuna Map, LVL_KochTopf). Implemented gameplay balance changes and dash VFX work. Achieved stability by rolling back problematic prefab changes and applying a Kochtopf camera fix, ensuring core gameplay remains solid for playtesting and iteration.
March 2025 – GlobalGameJam2025: Focused on visual fidelity, content expansion, and stability. Delivered substantial VFX enhancements (explosions, bubbles, pain/rocket effects, item pickups), camera and UI refinements, and new maps/levels (Eimer Map, Tuna Map, LVL_KochTopf). Implemented gameplay balance changes and dash VFX work. Achieved stability by rolling back problematic prefab changes and applying a Kochtopf camera fix, ensuring core gameplay remains solid for playtesting and iteration.
February 2025 monthly summary for KevinCatlettGames/GlobalGameJam2025: Implemented key visual and layout enhancements to elevate player experience and streamline development workflow. Focused on high-impact visuals, scene composition, and asset integration while maintaining project stability and release tempo.
February 2025 monthly summary for KevinCatlettGames/GlobalGameJam2025: Implemented key visual and layout enhancements to elevate player experience and streamline development workflow. Focused on high-impact visuals, scene composition, and asset integration while maintaining project stability and release tempo.
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