
Kennedy Heric developed core combat and UI systems for the RetroRobotRumble repository, focusing on player feedback, balance, and usability. Over five months, Kennedy delivered features such as a Combat HUD, damage indicators, and weapon status displays, using Unity, C#, and Wwise integration to synchronize visual and audio cues. Their technical approach emphasized iterative UI design, prefab management, and gameplay tuning, resulting in clearer combat readability and improved onboarding. Kennedy also implemented gameplay balancing across bosses and elite enemies, refining combat pacing and responsiveness. The work demonstrated depth in asset integration, C# scripting, and cross-disciplinary collaboration to enhance player experience.
February 2026: Delivered a comprehensive Gameplay Balancing Pass for RetroRobotRumble, aligning arm mechanics, Boss Omega, elite enemies, and laser systems. Consolidated tuning across combat subsystems to improve balance, pacing, and player experience; first-pass balance adjustments for Omega and elite enemies, with staged laser balance. Included a quality fix removing global hitstop to improve responsiveness. All work tracked via a series of commits to kennedyat/RetroRobotRumble.
February 2026: Delivered a comprehensive Gameplay Balancing Pass for RetroRobotRumble, aligning arm mechanics, Boss Omega, elite enemies, and laser systems. Consolidated tuning across combat subsystems to improve balance, pacing, and player experience; first-pass balance adjustments for Omega and elite enemies, with staged laser balance. Included a quality fix removing global hitstop to improve responsiveness. All work tracked via a series of commits to kennedyat/RetroRobotRumble.
January 2026 monthly summary for kennedyat/RetroRobotRumble: focused delivery of immersive combat feedback, improved testing UI, and tuned endgame balance. Emphasis on business value: clearer player feedback, streamlined QA, and balanced late-game encounters. Key improvements include targeted damage-response cleanup and reliable enemy behavior, plus UI usability gains for testing workflows.
January 2026 monthly summary for kennedyat/RetroRobotRumble: focused delivery of immersive combat feedback, improved testing UI, and tuned endgame balance. Emphasis on business value: clearer player feedback, streamlined QA, and balanced late-game encounters. Key improvements include targeted damage-response cleanup and reliable enemy behavior, plus UI usability gains for testing workflows.
Monthly summary for 2025-09: Focused on delivering gameplay feedback improvements and stabilizing core combat interactions in kennedyat/RetroRobotRumble. Achieved visible damage feedback, enhanced weapon status indicators, and corrected projectile tagging to ensure reliable physics/logic. This set the stage for further tuning and performance gains.
Monthly summary for 2025-09: Focused on delivering gameplay feedback improvements and stabilizing core combat interactions in kennedyat/RetroRobotRumble. Achieved visible damage feedback, enhanced weapon status indicators, and corrected projectile tagging to ensure reliable physics/logic. This set the stage for further tuning and performance gains.
Month: 2025-08 — Focused on delivering a cohesive Combat HUD overhaul to improve readability, responsiveness, and player feedback in kennedyat/RetroRobotRumble. Key delivery: unified UI refresh for the Combat HUD with new special-attack icons and updated typography and materials to enhance rendering quality. This aligns with UX goals and design system consistency, reducing cognitive load during combat and improving retention. No major regressions observed; improvements are aligned with ongoing stability and polish efforts. Impact: - Enhanced player experience during combat through clearer, faster recognition of special moves. - More consistent visuals across devices and game states, reducing visual noise. - Strengthened design-system alignment for future UI iterations. Tech/Skills demonstrated: - Unity UI (Canvas), Prefab updates, asset/material pipeline - Iconography integration and UI polish - Cross-team collaboration with UX/design for a cohesive UX upgrade. Commits connected to deliverables: - 06abbe649e245ecd2cc275434a97ac2ff45fa7b8 — Added special attack icons - 16597f99e5cc890276dd5b6319f7c51a4a3e723f — Update Combat HUD Canvas.prefab
Month: 2025-08 — Focused on delivering a cohesive Combat HUD overhaul to improve readability, responsiveness, and player feedback in kennedyat/RetroRobotRumble. Key delivery: unified UI refresh for the Combat HUD with new special-attack icons and updated typography and materials to enhance rendering quality. This aligns with UX goals and design system consistency, reducing cognitive load during combat and improving retention. No major regressions observed; improvements are aligned with ongoing stability and polish efforts. Impact: - Enhanced player experience during combat through clearer, faster recognition of special moves. - More consistent visuals across devices and game states, reducing visual noise. - Strengthened design-system alignment for future UI iterations. Tech/Skills demonstrated: - Unity UI (Canvas), Prefab updates, asset/material pipeline - Iconography integration and UI polish - Cross-team collaboration with UX/design for a cohesive UX upgrade. Commits connected to deliverables: - 06abbe649e245ecd2cc275434a97ac2ff45fa7b8 — Added special attack icons - 16597f99e5cc890276dd5b6319f7c51a4a3e723f — Update Combat HUD Canvas.prefab
July 2025 performance highlights for kennedyat/RetroRobotRumble. Delivered foundational Combat HUD UI and enhanced on-screen feedback to improve combat readability and player guidance. Implemented a robust UI canvas foundation with layout refinements and new feedback elements, including keyboard prompts to guide user interactions during combat. Completed asset-level polish by adding font assets for the Combat HUD and synchronizing audio cues with Wwise to ensure cohesive visual-audio feedback. While no major bugs were recorded, ongoing UI iterations and stakeholder feedback were incorporated to sharpen usability and polish. Impact: clearer combat feedback, faster onboarding for new players, and a solid UI foundation for upcoming gameplay features. Technologies/skills demonstrated: UI/UX design and prototyping for game HUDs, asset pipeline (fonts and Wwise audio), iterative design, and version-control-driven delivery.
July 2025 performance highlights for kennedyat/RetroRobotRumble. Delivered foundational Combat HUD UI and enhanced on-screen feedback to improve combat readability and player guidance. Implemented a robust UI canvas foundation with layout refinements and new feedback elements, including keyboard prompts to guide user interactions during combat. Completed asset-level polish by adding font assets for the Combat HUD and synchronizing audio cues with Wwise to ensure cohesive visual-audio feedback. While no major bugs were recorded, ongoing UI iterations and stakeholder feedback were incorporated to sharpen usability and polish. Impact: clearer combat feedback, faster onboarding for new players, and a solid UI foundation for upcoming gameplay features. Technologies/skills demonstrated: UI/UX design and prototyping for game HUDs, asset pipeline (fonts and Wwise audio), iterative design, and version-control-driven delivery.

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