
Kaelen Cook developed and refined core gameplay systems for the AnthonyMolle/SLEDGE repository over six months, focusing on animation, physics, and UI integration. He implemented ragdoll-enabled animation for shooter characters, enhanced enemy AI with tunable physics, and expanded player and enemy animation pipelines using Unity and C#. His work included a comprehensive health and power-up UI, crosshair feedback improvements, and visual polish for player actions. Kaelen also delivered enemy visual effects and attack animations, leveraging C# scripting and physics simulation to improve feedback and maintainability. The engineering demonstrated depth through clean asset management, modular code, and robust commit traceability.
February 2026 (Month: 2026-02) — Delivered two key features for AnthonyMolle/SLEDGE that enhance combat visuals and responsiveness, with clean integration into the existing enemy systems. Focused on visual polish, state clarity, and balance through scripted effects and animation work. The changes improve player feedback, combat feel, and maintainability of enemy behavior.
February 2026 (Month: 2026-02) — Delivered two key features for AnthonyMolle/SLEDGE that enhance combat visuals and responsiveness, with clean integration into the existing enemy systems. Focused on visual polish, state clarity, and balance through scripted effects and animation work. The changes improve player feedback, combat feel, and maintainability of enemy behavior.
January 2026: Focused on delivering a polished enemy interaction experience for AnthonyMolle/SLEDGE by implementing Flyer Enemy Animation Enhancements. Delivered new flyer animations, explosion effects, and refined movement curves to improve realism and responsiveness in gameplay. These changes provide clearer combat feedback and smoother enemy behavior, contributing to improved player engagement and perceived game quality. No major bugs reported in this period; the work sets a strong foundation for future AI/state-driven animation updates and additional visual polish.
January 2026: Focused on delivering a polished enemy interaction experience for AnthonyMolle/SLEDGE by implementing Flyer Enemy Animation Enhancements. Delivered new flyer animations, explosion effects, and refined movement curves to improve realism and responsiveness in gameplay. These changes provide clearer combat feedback and smoother enemy behavior, contributing to improved player engagement and perceived game quality. No major bugs reported in this period; the work sets a strong foundation for future AI/state-driven animation updates and additional visual polish.
December 2025 performance summary for AnthonyMolle/SLEDGE: Delivered notable UI-driven gameplay improvements with a comprehensive health UI system, enhanced crosshair dynamics, and a new power-up UI flow. Implementations focused on user feedback, visual polish, and streamlined in-game decision making, backed by thorough commit activity. The month also included targeted bug fixes and visual refinements to improve stability and player experience, positioning the project well for ongoing testing and release readiness.
December 2025 performance summary for AnthonyMolle/SLEDGE: Delivered notable UI-driven gameplay improvements with a comprehensive health UI system, enhanced crosshair dynamics, and a new power-up UI flow. Implementations focused on user feedback, visual polish, and streamlined in-game decision making, backed by thorough commit activity. The month also included targeted bug fixes and visual refinements to improve stability and player experience, positioning the project well for ongoing testing and release readiness.
Month 2025-11: Focused on delivering the Player Animation System Enhancements for AnthonyMolle/SLEDGE. Reorganized and renamed animation/texture assets, removed outdated assets, and updated metadata to support new animation files. This cleaned up the animation pipeline, improved runtime animation fidelity, and laid groundwork for faster iteration and easier future updates across the art pipeline.
Month 2025-11: Focused on delivering the Player Animation System Enhancements for AnthonyMolle/SLEDGE. Reorganized and renamed animation/texture assets, removed outdated assets, and updated metadata to support new animation files. This cleaned up the animation pipeline, improved runtime animation fidelity, and laid groundwork for faster iteration and easier future updates across the art pipeline.
Monthly summary for 2025-10 (AnthonyMolle/SLEDGE): Delivered key features and architecture improvements to strengthen gameplay realism, AI interactions, and player feedback. Ragdoll physics enhancements tunable via mass and drag parameters, with adjusted break forces, automatic joint disconnection, and disconnectable cables implemented with spring force and damper. Updated animation script to support new joint behaviors, enhancing character interactions and gameplay feel. Expanded shooter enemy capabilities and baseline framework, introducing a large shooter prefab, refactored animations/metadata, and a base enemy class with improved tethers and cables for richer level design. Added 360-degree player action animations for hammer swings, delivering more engaging combat visuals and feedback. Representative commits include: 2c945d95dca6a6f852937a0feb34c6015fa3b7e5; f549fa286f93672141d6c476f9f976095878067b; fac7448a53ce5ddf3947c024a91b666ea4200c4f; b483349b5b33cbddb65f89bbd19a8c2b79f751f3; ab7771009c916cb87083d8c8a7ce0b827bc7150b; a5d400ad5d0fd20305927af2de2cea09c80c0e9c.
Monthly summary for 2025-10 (AnthonyMolle/SLEDGE): Delivered key features and architecture improvements to strengthen gameplay realism, AI interactions, and player feedback. Ragdoll physics enhancements tunable via mass and drag parameters, with adjusted break forces, automatic joint disconnection, and disconnectable cables implemented with spring force and damper. Updated animation script to support new joint behaviors, enhancing character interactions and gameplay feel. Expanded shooter enemy capabilities and baseline framework, introducing a large shooter prefab, refactored animations/metadata, and a base enemy class with improved tethers and cables for richer level design. Added 360-degree player action animations for hammer swings, delivering more engaging combat visuals and feedback. Representative commits include: 2c945d95dca6a6f852937a0feb34c6015fa3b7e5; f549fa286f93672141d6c476f9f976095878067b; fac7448a53ce5ddf3947c024a91b666ea4200c4f; b483349b5b33cbddb65f89bbd19a8c2b79f751f3; ab7771009c916cb87083d8c8a7ce0b827bc7150b; a5d400ad5d0fd20305927af2de2cea09c80c0e9c.
Monthly summary for 2025-09: Delivered a ragdoll-enabled animation system for shooter characters in AnthonyMolle/SLEDGE, introducing physics-driven ragdoll states and per-body-part hit forces. This feature enhances realism, feedback, and interactivity, with activation controls and robust commit-based traceability (commit 9c08027cb7c10b88e9856eebc1f5751c4f321b08). No major bugs fixed this month; the work sets a solid foundation for future combat-feel improvements and performance-focused physics integration. Technologies demonstrated include physics-based animation, per-body-part interactions, and clean, review-friendly code commits.
Monthly summary for 2025-09: Delivered a ragdoll-enabled animation system for shooter characters in AnthonyMolle/SLEDGE, introducing physics-driven ragdoll states and per-body-part hit forces. This feature enhances realism, feedback, and interactivity, with activation controls and robust commit-based traceability (commit 9c08027cb7c10b88e9856eebc1f5751c4f321b08). No major bugs fixed this month; the work sets a solid foundation for future combat-feel improvements and performance-focused physics integration. Technologies demonstrated include physics-based animation, per-body-part interactions, and clean, review-friendly code commits.

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