
Over a three-month period, Carlo Rubio contributed to SillyBusinessInc/Moldbreaker by building and refining core gameplay systems, level infrastructure, and visual polish. He implemented modular level frameworks, collectables, and parkour mechanics, enabling scalable content expansion and smoother player progression. Using Unity and C#, Carlo integrated 3D assets, managed scene setup, and balanced enemy and player mechanics to improve gameplay feel and stability. His work included asset organization, lighting, and UI/UX enhancements, addressing both technical debt and user experience. By resolving navigation, collision, and rendering issues, Carlo delivered a robust foundation for future development and more reliable QA and onboarding processes.
January 2025 — Moldbreaker (SillyBusinessInc) achieved a strong sprint delivering core level infrastructure, progression systems, and multi-level polish across Level 1 through Level 3. The work emphasizes business value through improved player experience, stability, and modular level design enabling faster content expansion. Key deliverables and their impact: - Level Core Setup and Start Position: Established the core level framework with title-start logic and per-level build, enabling consistent onboarding and a clean separation of level content for future releases. - Collectables System: Implemented collectables with initial locations to drive exploration, rewards, and progression tracking. - Parkour and Level 3 Content Expansion: Updated PARKOUR_2 and added Level 3 content including new level textures, visuals, spawn rotations, and new environmental assets to broaden gameplay variety and keep players engaged. - Visuals and Environments: Enhanced grass/trees, textures, lighting, and hub visuals to improve immersion and perceived quality, supporting a premium user experience. - Audio and UI/HUD Improvements: Removed offensive audio SFX, refined bullet visuals, and updated menu visuals to improve accessibility and presentation. - Stability and Navigation Fixes: Resolved multiple collision, terrain, and invisible-wall issues; fixed ending sequence, bounce behavior, and startup behavior to reduce player friction and support reliable progression. Overall impact and accomplishments: - Substantial improvement in game stability, level design discipline, and user-facing polish across multiple levels and hubs. - A solid foundation for scalable content delivery (Level 1-3), enabling faster future feature rollouts and iteration cycles. - Increased player engagement potential through richer visuals, new content, background music, and meaningful collectables. Technologies/skills demonstrated: - Unity/C# level design, prefab orchestration, and per-level build pipelines. - Environment art: grass, trees, lighting, textures, and skybox tuning. - Audio management and UI/UX refinements; robust debugging and refactoring practices. - QA discipline: bug triage, regression prevention, and documentation of gameplay flows.
January 2025 — Moldbreaker (SillyBusinessInc) achieved a strong sprint delivering core level infrastructure, progression systems, and multi-level polish across Level 1 through Level 3. The work emphasizes business value through improved player experience, stability, and modular level design enabling faster content expansion. Key deliverables and their impact: - Level Core Setup and Start Position: Established the core level framework with title-start logic and per-level build, enabling consistent onboarding and a clean separation of level content for future releases. - Collectables System: Implemented collectables with initial locations to drive exploration, rewards, and progression tracking. - Parkour and Level 3 Content Expansion: Updated PARKOUR_2 and added Level 3 content including new level textures, visuals, spawn rotations, and new environmental assets to broaden gameplay variety and keep players engaged. - Visuals and Environments: Enhanced grass/trees, textures, lighting, and hub visuals to improve immersion and perceived quality, supporting a premium user experience. - Audio and UI/HUD Improvements: Removed offensive audio SFX, refined bullet visuals, and updated menu visuals to improve accessibility and presentation. - Stability and Navigation Fixes: Resolved multiple collision, terrain, and invisible-wall issues; fixed ending sequence, bounce behavior, and startup behavior to reduce player friction and support reliable progression. Overall impact and accomplishments: - Substantial improvement in game stability, level design discipline, and user-facing polish across multiple levels and hubs. - A solid foundation for scalable content delivery (Level 1-3), enabling faster future feature rollouts and iteration cycles. - Increased player engagement potential through richer visuals, new content, background music, and meaningful collectables. Technologies/skills demonstrated: - Unity/C# level design, prefab orchestration, and per-level build pipelines. - Environment art: grass, trees, lighting, textures, and skybox tuning. - Audio management and UI/UX refinements; robust debugging and refactoring practices. - QA discipline: bug triage, regression prevention, and documentation of gameplay flows.
December 2024 Moldbreaker monthly summary focused on delivering core gameplay features, stabilizing spawner/wave logic, and advancing visual polish for demo readiness. The team emphasized business value and technical execution, delivering accessible gameplay improvements, reliable testing scaffolding, and polished visuals and UI to support QA and stakeholder review.
December 2024 Moldbreaker monthly summary focused on delivering core gameplay features, stabilizing spawner/wave logic, and advancing visual polish for demo readiness. The team emphasized business value and technical execution, delivering accessible gameplay improvements, reliable testing scaffolding, and polished visuals and UI to support QA and stakeholder review.
Monthly performance summary for SillyBusinessInc/Moldbreaker (2024-11): Delivered foundational level design scaffolding and expanded environment asset library to support rapid level construction and iteration. Implemented a comprehensive gameplay tuning pass across demo levels to improve feel, balance, and challenge, including NavMesh references and AI/damage scaling. Performed targeted demo cleanups to stabilize the project and enforce naming conventions, reducing risk of regressions. Organized assets and prepared scalable scaffolding for future content, facilitating smoother onboarding and QA readiness.
Monthly performance summary for SillyBusinessInc/Moldbreaker (2024-11): Delivered foundational level design scaffolding and expanded environment asset library to support rapid level construction and iteration. Implemented a comprehensive gameplay tuning pass across demo levels to improve feel, balance, and challenge, including NavMesh references and AI/damage scaling. Performed targeted demo cleanups to stabilize the project and enforce naming conventions, reducing risk of regressions. Organized assets and prepared scalable scaffolding for future content, facilitating smoother onboarding and QA readiness.

Overview of all repositories you've contributed to across your timeline