
Quentin Mahieux developed core gameplay systems and UI features for the OVpk/DungeonCrawlerGrp2 repository over four months, focusing on data-driven level creation, animation refinement, and in-game economy. He introduced a custom level data asset enabling 5x5 grid-based level authoring, refactored entity data structures, and overhauled animation controllers for multiple characters to improve responsiveness. Using Unity, C#, and YAML, Quentin streamlined asset management, implemented a robust item shop, and enhanced UI with animation timing and popups. His work addressed gameplay balancing, data integrity, and testability, resulting in a more maintainable codebase and a polished, responsive player experience across multiple game systems.

June 2025 performance summary for OVpk/DungeonCrawlerGrp2: Delivered monetization and player experience improvements across core features, stabilized data integrity, and advanced UX with animations and popups. Key features delivered include Candypack pricing update (70→80), Sachet quantities increased (1→4), Malabar protection, initial in-game Item Shop, and Bonbonpedia content updates, plus UI/UX refinements (Animation timing adjustments, Pop Up and Candy Unlock popups, and main menu animation). Major bugs fixed addressed camera behavior/positioning, Malabar shop data corrections, and Salle1 cleanup, along with interface combat arrow improvements. The team also conducted tests and balancing experiments for Upgrade Max Candy to validate pacing and revenue impact. Impact: increased revenue potential from price optimization, smoother onboarding and retention through richer shop and popups, reduced risk from data inconsistencies, and a more polished, responsive UI. Technologies/skills demonstrated include commit-level traceability, UI/UX animation work, gameplay balancing, data corrections, and iterative testing.
June 2025 performance summary for OVpk/DungeonCrawlerGrp2: Delivered monetization and player experience improvements across core features, stabilized data integrity, and advanced UX with animations and popups. Key features delivered include Candypack pricing update (70→80), Sachet quantities increased (1→4), Malabar protection, initial in-game Item Shop, and Bonbonpedia content updates, plus UI/UX refinements (Animation timing adjustments, Pop Up and Candy Unlock popups, and main menu animation). Major bugs fixed addressed camera behavior/positioning, Malabar shop data corrections, and Salle1 cleanup, along with interface combat arrow improvements. The team also conducted tests and balancing experiments for Upgrade Max Candy to validate pacing and revenue impact. Impact: increased revenue potential from price optimization, smoother onboarding and retention through richer shop and popups, reduced risk from data inconsistencies, and a more polished, responsive UI. Technologies/skills demonstrated include commit-level traceability, UI/UX animation work, gameplay balancing, data corrections, and iterative testing.
May 2025 monthly summary for OVpk/DungeonCrawlerGrp2 focusing on delivering playable content, asset hygiene, and balance improvements across multiple features and fixes. The team consolidated a sizable subset of the dungeon crawler project, enabled a robust playable baseline, and tightened gameplay balance and UI polish to support QA, demonstrations, and future development.
May 2025 monthly summary for OVpk/DungeonCrawlerGrp2 focusing on delivering playable content, asset hygiene, and balance improvements across multiple features and fixes. The team consolidated a sizable subset of the dungeon crawler project, enabled a robust playable baseline, and tightened gameplay balance and UI polish to support QA, demonstrations, and future development.
April 2025 (2025-04) focused on strengthening the game data architecture and visual fidelity, paired with enhanced testing capabilities to accelerate balancing and iteration for OVpk/DungeonCrawlerGrp2.
April 2025 (2025-04) focused on strengthening the game data architecture and visual fidelity, paired with enhanced testing capabilities to accelerate balancing and iteration for OVpk/DungeonCrawlerGrp2.
March 2025 | OVpk/DungeonCrawlerGrp2: Key feature delivered: Custom Level Data Asset and enhanced fight area visuals. Major bugs fixed: None reported in this period. Overall impact: Empowered designers with a data-driven 5x5 level creation workflow and richer combat visuals, improving designer productivity and in-game presentation. Technologies/skills demonstrated: asset-driven level design, asset import integration, testing workflow updates, version control and asset pipelines.
March 2025 | OVpk/DungeonCrawlerGrp2: Key feature delivered: Custom Level Data Asset and enhanced fight area visuals. Major bugs fixed: None reported in this period. Overall impact: Empowered designers with a data-driven 5x5 level creation workflow and richer combat visuals, improving designer productivity and in-game presentation. Technologies/skills demonstrated: asset-driven level design, asset import integration, testing workflow updates, version control and asset pipelines.
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