
Victor Baz developed core gameplay systems for the GroupeRadio4 Unity repository, delivering 98 features and resolving 63 bugs over five months. He architected modular AI, combat, and inventory systems, integrating C# scripting, ShaderLab, and DOTween to enhance user experience and maintainability. His work included data-driven AI behaviors, turn-based combat, and robust UI/UX flows, with a focus on scalable asset and scene management. Victor stabilized runtime performance through targeted refactoring, bug fixes, and test-driven UI improvements. By implementing prefab-based workflows and optimizing audio, animation, and rendering pipelines, he established a foundation for rapid iteration and future feature expansion.

June 2025 monthly summary for VictorLeFurtif/GroupeRadio4: Focused on delivering user-facing UI, gameplay polish, AI and audio improvements, and strengthening QA/readiness while stabilizing the build through targeted bug fixes and refactors. Key business value is improved user experience, faster QA cycles, clearer release readiness, and a more scalable project structure.
June 2025 monthly summary for VictorLeFurtif/GroupeRadio4: Focused on delivering user-facing UI, gameplay polish, AI and audio improvements, and strengthening QA/readiness while stabilizing the build through targeted bug fixes and refactors. Key business value is improved user experience, faster QA cycles, clearer release readiness, and a more scalable project structure.
May 2025 accomplishments for VictorLeFurtif/GroupeRadio4: Focused on delivering business-value features, stabilizing core systems, and laying groundwork for Version 2. Key features delivered include Pip-Boy UI polish with slider improvements; animation and coroutine stabilization using Dotween; battery, lighting, and power subsystem enhancements with new prefabs; AI pathfinding initialization enabling initial path following; and comprehensive fight system groundwork (start flow, combat entry mechanics, animations for player/enemy, range finder UI) plus UI polish iterations. Additional improvements included lamp component, SRP-oriented refactor planning, Jacques setup scaffolding, and backend cleanup to improve stability. Major bugs fixed encompassed Awake order issues in FightManager, combat-entry bugs, rangefinder debugging, UI destruction safeguards, lighting/color consistency, and broader bug fixes. The result is a more stable, testable, and maintainable codebase with clearer path to Version 2. Technologies demonstrated include Unity, DOTween-based UI, coroutine stabilization, AI pathfinding, prefab-based power systems, SRP planning, and robust UI architecture. Business value: faster iteration cycles, improved user experience in UI and combat, and a scalable codebase for Version 2.
May 2025 accomplishments for VictorLeFurtif/GroupeRadio4: Focused on delivering business-value features, stabilizing core systems, and laying groundwork for Version 2. Key features delivered include Pip-Boy UI polish with slider improvements; animation and coroutine stabilization using Dotween; battery, lighting, and power subsystem enhancements with new prefabs; AI pathfinding initialization enabling initial path following; and comprehensive fight system groundwork (start flow, combat entry mechanics, animations for player/enemy, range finder UI) plus UI polish iterations. Additional improvements included lamp component, SRP-oriented refactor planning, Jacques setup scaffolding, and backend cleanup to improve stability. Major bugs fixed encompassed Awake order issues in FightManager, combat-entry bugs, rangefinder debugging, UI destruction safeguards, lighting/color consistency, and broader bug fixes. The result is a more stable, testable, and maintainable codebase with clearer path to Version 2. Technologies demonstrated include Unity, DOTween-based UI, coroutine stabilization, AI pathfinding, prefab-based power systems, SRP planning, and robust UI architecture. Business value: faster iteration cycles, improved user experience in UI and combat, and a scalable codebase for Version 2.
April 2025 (VictorLeFurtif/GroupeRadio4) focused on delivering core gameplay systems, stabilizing runtime behavior, and laying groundwork for future upgrades. Key features include a lightweight Radio Manager with upgrade groundwork, AI and combat system enhancements with data-driven attack AI and playable enemy fight flow, shader-based rendering for visual effects, and a broad set of animation, environment, and UI improvements. Major bug fixes addressed radio controller updates after monster death, player death crashes, memory leaks, menu/sound persistence, floor collision glitches, and lighting/UI stability. The month also included a comprehensive refactor cycle, interface-based enemy registration, and milestone completion. Overall impact includes increased stability, improved visual fidelity, and a scalable architecture that supports future AI, audio, and rendering enhancements.
April 2025 (VictorLeFurtif/GroupeRadio4) focused on delivering core gameplay systems, stabilizing runtime behavior, and laying groundwork for future upgrades. Key features include a lightweight Radio Manager with upgrade groundwork, AI and combat system enhancements with data-driven attack AI and playable enemy fight flow, shader-based rendering for visual effects, and a broad set of animation, environment, and UI improvements. Major bug fixes addressed radio controller updates after monster death, player death crashes, memory leaks, menu/sound persistence, floor collision glitches, and lighting/UI stability. The month also included a comprehensive refactor cycle, interface-based enemy registration, and milestone completion. Overall impact includes increased stability, improved visual fidelity, and a scalable architecture that supports future AI, audio, and rendering enhancements.
March 2025 monthly summary for VictorLeFurtif/GroupeRadio4: Core gameplay foundation focused on AI-driven dynamics, audio, and combat systems. Delivered foundational AI architecture with new AI types (Pursue, Static, Surprise), and integrated with a refactored player controller. Completed Radio system with proximity visualization, detection enhancements, and Guessing mode UI/logic, including shader tweaks. Implemented a Fight management system enabling combat encounters, AI/player state handling, and turn-based mechanics. Launched Audio system with a SoundManager singleton and SoundBankData asset for reliable audio playback. These changes establish a modular, data-driven core, enabling richer player experiences and scalable development.
March 2025 monthly summary for VictorLeFurtif/GroupeRadio4: Core gameplay foundation focused on AI-driven dynamics, audio, and combat systems. Delivered foundational AI architecture with new AI types (Pursue, Static, Surprise), and integrated with a refactored player controller. Completed Radio system with proximity visualization, detection enhancements, and Guessing mode UI/logic, including shader tweaks. Implemented a Fight management system enabling combat encounters, AI/player state handling, and turn-based mechanics. Launched Audio system with a SoundManager singleton and SoundBankData asset for reliable audio playback. These changes establish a modular, data-driven core, enabling richer player experiences and scalable development.
February 2025 — GroupeRadio4 development delivering foundational Unity-based gameplay loops, UI, and project hygiene to enable rapid iteration and scalable gameplay. Focused on bootstrapping, core player interactions, inventory and item systems, camera dynamics, and combat scaffolding, with ongoing improvements to repository hygiene and docs.
February 2025 — GroupeRadio4 development delivering foundational Unity-based gameplay loops, UI, and project hygiene to enable rapid iteration and scalable gameplay. Focused on bootstrapping, core player interactions, inventory and item systems, camera dynamics, and combat scaffolding, with ongoing improvements to repository hygiene and docs.
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