
Worked on the beRetana/GDIM_161_HorrorGame repository to establish core gameplay systems and input infrastructure using Unity and C#. Developed a Hearth Burning System that manages burn time, wood removal penalties, and integrates particle effects and lighting for visual feedback, all within a prototype tutorial scene to support rapid iteration and testing. Implemented a Player Input System leveraging Unity’s Input Actions to enable movement, camera look, interaction, and UI navigation. Maintained a clean, traceable commit history to facilitate onboarding and future development. Focus remained on foundational feature delivery and gameplay validation, with no major bug fixes addressed during this period.
February 2025 performance summary for beRetana/GDIM_161_HorrorGame. Delivered core gameplay foundations and input scaffolding to accelerate iteration and testing. Key outcomes include (1) Hearth Burning System with visual effects and a prototype tutorial scene, enabling burn-time management, wood-removal penalties, and engaging feedback; (2) Player Input System setup via a generated Input Actions script to support movement, look, interactions, and UI navigation; (3) clean, traceable commits enabling rapid onboarding and future feature work. No major bugs fixed this month (focus on delivering foundational features and validating gameplay flows). Technologies demonstrated include Unity, C#, Particle Effects, Lighting, Input System, asset integration, and version control for reproducibility.
February 2025 performance summary for beRetana/GDIM_161_HorrorGame. Delivered core gameplay foundations and input scaffolding to accelerate iteration and testing. Key outcomes include (1) Hearth Burning System with visual effects and a prototype tutorial scene, enabling burn-time management, wood-removal penalties, and engaging feedback; (2) Player Input System setup via a generated Input Actions script to support movement, look, interactions, and UI navigation; (3) clean, traceable commits enabling rapid onboarding and future feature work. No major bugs fixed this month (focus on delivering foundational features and validating gameplay flows). Technologies demonstrated include Unity, C#, Particle Effects, Lighting, Input System, asset integration, and version control for reproducibility.

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