
During two months on the VGA-Team2024/TeamE repository, Meirin focused on expanding and integrating 3D animation assets to enhance gameplay visuals and streamline asset workflows. She developed and imported new character states, such as a downed animation, using Unity and C#, and organized FBX and YAML files for both main and boss characters. Her work included refining asset directories, updating controllers, and ensuring consistent references across scenes, which improved iteration speed and maintainability. By centralizing asset management and optimizing the animation pipeline, Meirin established a scalable foundation that supports future gameplay features and reduces friction in ongoing development.
December 2024 (Month: 2024-12) – VGA-Team2024/TeamE focused on expanding, organizing, and integrating character animation assets for the boss and main character, establishing a scalable asset pipeline and improving animation fidelity across core gameplay. The work enabled faster iteration and a stronger visual foundation for future gameplay features through enhanced motion assets, cleaner asset management, and streamlined integration into controllers and scenes.
December 2024 (Month: 2024-12) – VGA-Team2024/TeamE focused on expanding, organizing, and integrating character animation assets for the boss and main character, establishing a scalable asset pipeline and improving animation fidelity across core gameplay. The work enabled faster iteration and a stronger visual foundation for future gameplay features through enhanced motion assets, cleaner asset management, and streamlined integration into controllers and scenes.
November 2024 (Month: 2024-11) — Focused feature delivery and asset pipeline enhancements for VGA-Team2024/TeamE. This month prioritized visually impactful gameplay improvements and a streamlined animation workflow to support rapid iteration and higher-quality player feedback.
November 2024 (Month: 2024-11) — Focused feature delivery and asset pipeline enhancements for VGA-Team2024/TeamE. This month prioritized visually impactful gameplay improvements and a streamlined animation workflow to support rapid iteration and higher-quality player feedback.

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