
During June 2025, Victor Licata enhanced the VictorLeFurtif/GroupeRadio4 repository by delivering two core features focused on gameplay balance and UI infrastructure. He introduced new enemy types and refined wave configurations, adjusting speeds, amplitudes, and object setups to improve player experience and visual clarity. Using Unity and C#, Victor integrated new art and UI assets for the Lv4 level, establishing a Foreground tagging system to streamline UI/UX layer organization across scenes. His work laid a scalable foundation for future design iterations, supporting smoother designer handoffs and reducing integration time, while demonstrating strengths in asset management, scene management, and UI design.

June 2025 performance summary for VictorLeFurtif/GroupeRadio4: This month focused on delivering core gameplay and UI infrastructure enhancements to enable richer player experience and smoother designer workflows. Key features delivered include: 1) Gameplay balance improvements and new enemy types with visuals tweaks, adjusting speeds, waves, amplitudes, and object configurations to refine gameplay and visuals; 2) Lv4 level UI/assets integration and foreground tagging, integrating art/UI assets across scenes and introducing a Foreground tag to organize UI/UX layers. No major bugs fixed were reported in scope; minor tweaks were performed as part of feature work. Business value delivered: refined balance and visuals to improve player retention and monetization signals; UI/UX groundwork reduces future integration time and supports scalable design. Technologies/skills demonstrated: Unity game development, wave-based gameplay tuning, asset integration across scenes, scene tagging and UI organization, version control discipline with clear commits.
June 2025 performance summary for VictorLeFurtif/GroupeRadio4: This month focused on delivering core gameplay and UI infrastructure enhancements to enable richer player experience and smoother designer workflows. Key features delivered include: 1) Gameplay balance improvements and new enemy types with visuals tweaks, adjusting speeds, waves, amplitudes, and object configurations to refine gameplay and visuals; 2) Lv4 level UI/assets integration and foreground tagging, integrating art/UI assets across scenes and introducing a Foreground tag to organize UI/UX layers. No major bugs fixed were reported in scope; minor tweaks were performed as part of feature work. Business value delivered: refined balance and visuals to improve player retention and monetization signals; UI/UX groundwork reduces future integration time and supports scalable design. Technologies/skills demonstrated: Unity game development, wave-based gameplay tuning, asset integration across scenes, scene tagging and UI organization, version control discipline with clear commits.
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