
Developed core gameplay systems and refined combat mechanics for the tataunlimited/Chaotic-Battleship repository over a two-month period, establishing a robust grid-based board, ship integration, and scalable UI/UX framework. Leveraged Unity and C# to implement custom pathfinding, asset pipelines, and data-driven upgrades, enabling persistent player progression and responsive ship movement. Enhanced visual fidelity with VFX, shaders, and destructible animations, while integrating audio management for immersive feedback. Focused on stability through comprehensive bug fixing, improved save/load reliability, and streamlined prefab workflows. The work delivered a cohesive, testable gameplay loop and laid a scalable foundation for future features, QA, and rapid iteration.
September 2025 monthly summary for tataunlimited/Chaotic-Battleship. Delivered core gameplay refinements, stability improvements, and data-driven upgrades that enhance combat balance, player experience, and development velocity. Key investments focused on movement, combat reliability, and a scalable prefab/data architecture to support future features and QA. Highlights include: - Custom pathfinder-based movement and improved ship motion, enabling more predictable and responsive combat maneuvers. - Battleship model replacement and ship prefab updates, simplifying asset pipelines and aligning with updated data. - Armor upgrade system with new data source and SaveManager integration, enabling persistent progression and better balance tuning. - Torpedo mechanics polish and speed behavior refinements, plus ongoing attack pattern and upgrade improvements to diversify engagement options. - Progress restoration and computeTotalHealth enhancement on board view for accurate status reporting. - Scene workflow and UI improvements, including HUD prefab adoption and scene flow hooks to streamline testing. - Audio/visual polish via SFX manager integration and enhanced attack visuals, destructible animations, and armor/ship visuals. Business value: - Reduced regression rates through stable UI fixes (grid clickability, reset button, end-phase button) and robust save/load paths. - Increased player satisfaction through smoother movement, responsive combat, and clearer health/progress feedback. - Faster feature delivery via prefab-driven architecture and data-driven upgrades, improving scalability for future sprints. Tech stack and skills demonstrated: - Unity/C# development, pathfinding algorithms, and custom movement logic. - Asset/update pipelines for models and prefabs, plus data-driven armor/upgrades with SaveManager. - DOTween integration for animation flows and scene transitions. - SFX management integration and centralized audio design. - Refactoring and data structure improvements (SpawnedShips -> List, etc.).
September 2025 monthly summary for tataunlimited/Chaotic-Battleship. Delivered core gameplay refinements, stability improvements, and data-driven upgrades that enhance combat balance, player experience, and development velocity. Key investments focused on movement, combat reliability, and a scalable prefab/data architecture to support future features and QA. Highlights include: - Custom pathfinder-based movement and improved ship motion, enabling more predictable and responsive combat maneuvers. - Battleship model replacement and ship prefab updates, simplifying asset pipelines and aligning with updated data. - Armor upgrade system with new data source and SaveManager integration, enabling persistent progression and better balance tuning. - Torpedo mechanics polish and speed behavior refinements, plus ongoing attack pattern and upgrade improvements to diversify engagement options. - Progress restoration and computeTotalHealth enhancement on board view for accurate status reporting. - Scene workflow and UI improvements, including HUD prefab adoption and scene flow hooks to streamline testing. - Audio/visual polish via SFX manager integration and enhanced attack visuals, destructible animations, and armor/ship visuals. Business value: - Reduced regression rates through stable UI fixes (grid clickability, reset button, end-phase button) and robust save/load paths. - Increased player satisfaction through smoother movement, responsive combat, and clearer health/progress feedback. - Faster feature delivery via prefab-driven architecture and data-driven upgrades, improving scalability for future sprints. Tech stack and skills demonstrated: - Unity/C# development, pathfinding algorithms, and custom movement logic. - Asset/update pipelines for models and prefabs, plus data-driven armor/upgrades with SaveManager. - DOTween integration for animation flows and scene transitions. - SFX management integration and centralized audio design. - Refactoring and data structure improvements (SpawnedShips -> List, etc.).
Monthly Summary - August 2025 for tataunlimited/Chaotic-Battleship: The month focused on establishing a solid foundation, delivering core gameplay components, integrating ship assets, refining UI/UX, and stabilizing gameplay loops across waves. This built a playable, testable baseline and prepared the codebase for future features and QA. Key Deliveries: - Core Setup and Baseline: project scaffolding and initial commits to establish the baseline. - Core Grid/Board System: implemented grid/board with ship model integration and a basic board controller; renamed cell prefab; board model refactor for ship validation. - Ship Models, Prefabs, and Assets: added ship models (including submarines/cruisers), updated materials, and refreshed prefabs; improved asset pipeline. - UI/Gameplay Flow and Interaction: UI for ship reveal at start, camera tweaks, navigation UI, and movement integration; included start-position ship placement UX. - Visual Effects and Polish: VFX manager setup; ocean shader import and background update; ship explosion VFX added; polish touches. - Gameplay Mechanics and UX Enhancements: manual ship placement progression; toggled movement UI on ship select; special attacks UI flow; destroyer AI attack enhancements; firing sound and delay timing; UI updates. - Stability and Bug Fixes: addressed attack logic targeting and state transitions; corrected camera behavior; fixed unselectable ships; slider behavior and wave/gameover controls; blocked invalid ship placements during manual setup. Impact and Accomplishments: - Delivered a coherent end-to-end gameplay loop from baseline to ship placement, combat, and wave progression, enabling rapid iteration, playtesting, and QA. - Established robust asset integration (models, materials, VFX, shaders) and a scalable UI/UX framework for future features. - Improved stability and reliability across core mechanics (attacks, ship selection, placement, and wave progression), reducing regression risk in future sprints. Technologies/Skills Demonstrated: - Unity/C#, 3D asset integration, grid-based board design, ship/model prefab workflows, VFX and audio integration, camera and input handling, AI behavior tuning, and UI/UX design for an interactive strategy game.
Monthly Summary - August 2025 for tataunlimited/Chaotic-Battleship: The month focused on establishing a solid foundation, delivering core gameplay components, integrating ship assets, refining UI/UX, and stabilizing gameplay loops across waves. This built a playable, testable baseline and prepared the codebase for future features and QA. Key Deliveries: - Core Setup and Baseline: project scaffolding and initial commits to establish the baseline. - Core Grid/Board System: implemented grid/board with ship model integration and a basic board controller; renamed cell prefab; board model refactor for ship validation. - Ship Models, Prefabs, and Assets: added ship models (including submarines/cruisers), updated materials, and refreshed prefabs; improved asset pipeline. - UI/Gameplay Flow and Interaction: UI for ship reveal at start, camera tweaks, navigation UI, and movement integration; included start-position ship placement UX. - Visual Effects and Polish: VFX manager setup; ocean shader import and background update; ship explosion VFX added; polish touches. - Gameplay Mechanics and UX Enhancements: manual ship placement progression; toggled movement UI on ship select; special attacks UI flow; destroyer AI attack enhancements; firing sound and delay timing; UI updates. - Stability and Bug Fixes: addressed attack logic targeting and state transitions; corrected camera behavior; fixed unselectable ships; slider behavior and wave/gameover controls; blocked invalid ship placements during manual setup. Impact and Accomplishments: - Delivered a coherent end-to-end gameplay loop from baseline to ship placement, combat, and wave progression, enabling rapid iteration, playtesting, and QA. - Established robust asset integration (models, materials, VFX, shaders) and a scalable UI/UX framework for future features. - Improved stability and reliability across core mechanics (attacks, ship selection, placement, and wave progression), reducing regression risk in future sprints. Technologies/Skills Demonstrated: - Unity/C#, 3D asset integration, grid-based board design, ship/model prefab workflows, VFX and audio integration, camera and input handling, AI behavior tuning, and UI/UX design for an interactive strategy game.

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