
During February 2025, beRetana contributed foundational gameplay systems to the beRetana/GDIM_161_HorrorGame repository, focusing on core mechanics and player interaction. They developed a Hearth Burning System in Unity using C# scripting, integrating particle effects and dynamic lighting to manage burn time and wood removal penalties, and included a prototype tutorial scene for rapid validation. Additionally, beRetana implemented a Player Input System leveraging Unity’s Input System package, enabling movement, camera look, interaction, and UI navigation through a generated Input Actions script. The work featured clean, traceable commits, supporting future development and onboarding, and demonstrated depth in game systems engineering.

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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