
Contributed to the Screwloose-Games/solar-punk-jam repository by building and expanding a 3D asset pipeline for game development, focusing on prototyping, scaling, and integrating core gameplay assets. Used Blender and the GLTF format to create, optimize, and manage assets such as buildings, rain barrels, planters, and player housing, ensuring consistent in-game scale and fidelity. Improved collision detection and navmesh reliability for enhanced traversal and gameplay realism. Enhanced visual variety through texture art and asset variants, while maintaining a rapid iteration workflow with Git. Addressed asset sizing bugs and streamlined scene setup using GDScript and Godot Engine for efficient asset delivery.
May 2025 monthly summary for Screwloose-Games/solar-punk-jam: Implemented core building and asset expansion, improved collisions and navmesh reliability, and expanded texture handling for player housing. This work enhances world realism, traversal reliability, and visual variety while maintaining a robust asset workflow.
May 2025 monthly summary for Screwloose-Games/solar-punk-jam: Implemented core building and asset expansion, improved collisions and navmesh reliability, and expanded texture handling for player housing. This work enhances world realism, traversal reliability, and visual variety while maintaining a robust asset workflow.
Month: 2025-04 — Solar Punk Jam asset pipeline and in-game asset delivery focused on prototyping, testing, and scaling fidelity for core gameplay assets. Completed initial asset prototype expansion, added rain barrel and planter assets, and resolved a critical size discrepancy to align with engine measurements. All work utilized a Blender-to-GLTF pipeline and Git-based iteration to support rapid iteration and integration into scenes.
Month: 2025-04 — Solar Punk Jam asset pipeline and in-game asset delivery focused on prototyping, testing, and scaling fidelity for core gameplay assets. Completed initial asset prototype expansion, added rain barrel and planter assets, and resolved a critical size discrepancy to align with engine measurements. All work utilized a Blender-to-GLTF pipeline and Git-based iteration to support rapid iteration and integration into scenes.

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