
Over two months, Wookseok Go developed a rhythm-driven Ghost/QTE gameplay framework for the OrdoVoxMortis/OVM repository, focusing on synchronized audio, scalable content, and robust player feedback. He architected core systems using C# and Unity, including managers for rhythm, ghost, and QTE logic, and introduced data-driven content authoring with ScriptableObjects. His work included implementing beat-synced note generation, advanced shader effects, and analytics integration to support gameplay instrumentation. By refactoring core components and resolving timing, stability, and UI issues, Wookseok ensured maintainable, extensible code and a responsive user experience, demonstrating depth in Unity development, debugging, and rhythm game mechanics.

May 2025 (2025-05) development summary for OrdoVoxMortis/OVM. Focused on delivering gameplay features, visual polish, and instrumentation to enable data-driven decisions, while hardening core rhythm/QTE flow and long-note mechanics for a more engaging player experience.
May 2025 (2025-05) development summary for OrdoVoxMortis/OVM. Focused on delivering gameplay features, visual polish, and instrumentation to enable data-driven decisions, while hardening core rhythm/QTE flow and long-note mechanics for a more engaging player experience.
In April 2025 (Month: 2025-04), delivered a comprehensive rhythm-driven Ghost/QTE framework for the OVM project with synchronized audio, enabling data-driven rhythm content and scalable gameplay loops. Implemented core architecture (RhythmManager, GhostManager, QTEManager) and a RhythmData ScriptableObject, plus ghost generation/playback tooling, beat-synced note creation, and integrated camera/audio handling with visual feedback and particle effects. Fixed key timing and stability gaps to ensure reliable rhythm interaction and player feedback.
In April 2025 (Month: 2025-04), delivered a comprehensive rhythm-driven Ghost/QTE framework for the OVM project with synchronized audio, enabling data-driven rhythm content and scalable gameplay loops. Implemented core architecture (RhythmManager, GhostManager, QTEManager) and a RhythmData ScriptableObject, plus ghost generation/playback tooling, beat-synced note creation, and integrated camera/audio handling with visual feedback and particle effects. Fixed key timing and stability gaps to ensure reliable rhythm interaction and player feedback.
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