
Worked on LunarLander2025, delivering four features over two months with a focus on gameplay systems and user experience. Developed a responsive spaceship thruster system with integrated fuel management and visual feedback, using C# and Unity’s particle systems to enhance control fidelity. Improved ship rotation physics by refining yaw and pitch torque, resulting in more predictable handling. Added a dedicated prototyping scene to streamline testing and iteration. In the following month, synchronized the fuel UI with backend logic and refined thruster visuals for clearer feedback. All work was contributed to the johnklima/LunarLander2025 repository, emphasizing Unity, VFX, and UI development.
Concise monthly summary for 2025-02 focusing on delivering UI polish and gameplay visuals for LunarLander2025, with targeted bug fixes to particle systems. Emphasis on business value from improved UX feedback and visual fidelity.
Concise monthly summary for 2025-02 focusing on delivering UI polish and gameplay visuals for LunarLander2025, with targeted bug fixes to particle systems. Emphasis on business value from improved UX feedback and visual fidelity.
January 2025: Delivered core gameplay and prototyping improvements for LunarLander2025, prioritizing control fidelity, resource modeling, and development velocity. Implemented a responsive Spaceship Thruster System with fuel management and visual feedback, refined rotation physics for more predictable yaw and pitch control, and introduced a new development/prototyping scene to accelerate testing and iteration.
January 2025: Delivered core gameplay and prototyping improvements for LunarLander2025, prioritizing control fidelity, resource modeling, and development velocity. Implemented a responsive Spaceship Thruster System with fuel management and visual feedback, refined rotation physics for more predictable yaw and pitch control, and introduced a new development/prototyping scene to accelerate testing and iteration.

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