
Eunji Yoon developed core gameplay systems for the caitlynjin/sweet-sweet-betrayal repository, focusing on player movement, wind mechanics, and animation pipelines. Over four months, she engineered features such as a gliding mechanic, dynamic wind interactions, and a robust player state machine, using C++ and object-oriented programming to ensure maintainability and extensibility. Her work included integrating tile-based level systems, networked animations, and audio stabilization, while addressing collision, input, and physics challenges. Through iterative refactoring and bug fixing, Eunji improved code clarity and gameplay stability, delivering a codebase that supports rapid iteration, external module integration, and a smoother player experience.

May 2025: Substantial wind-system overhaul and Player State Machine revamp on caitlynjin/sweet-sweet-betrayal, delivering stability, richer animation, and external module readiness. Key features delivered: wind system core enhancements (blocking, glide thresholds, rotation; wind animation/physics; editor/build-phase integration), and a complete Player State Machine v1 with networked animations; Public States API exposure to support external modules. Major bugs fixed: wind obstacle collision handling, wind object controller method, and gliding mechanics, plus miscellaneous wind fixes and merge resolution. Impact: smoother, more predictable gameplay, easier maintenance post-merge, and a foundation for future features; skills demonstrated: state-machine design, networked animation, wind/physics integration, audio stabilization, and API design.
May 2025: Substantial wind-system overhaul and Player State Machine revamp on caitlynjin/sweet-sweet-betrayal, delivering stability, richer animation, and external module readiness. Key features delivered: wind system core enhancements (blocking, glide thresholds, rotation; wind animation/physics; editor/build-phase integration), and a complete Player State Machine v1 with networked animations; Public States API exposure to support external modules. Major bugs fixed: wind obstacle collision handling, wind object controller method, and gliding mechanics, plus miscellaneous wind fixes and merge resolution. Impact: smoother, more predictable gameplay, easier maintenance post-merge, and a foundation for future features; skills demonstrated: state-machine design, networked animation, wind/physics integration, audio stabilization, and API design.
Monthly work summary for 2025-04 focused on stabilizing gameplay, delivering core platform features, and improving code quality to enable faster iteration and better player experience. Key features delivered include tile-based level groundwork, moving/passthrough platforms, and wind system integration with textures and animations. Major bugs fixed span jump/hitbox collisions, wind-related issues, animation edge cases, and editor/build mode stability. Overall impact: more reliable gameplay, smoother movement, improved editor stability, and a maintainable codebase that supports rapid iteration. Technologies/skills demonstrated include platform physics, wind/sprite animation pipelines, networked object behavior, and ongoing refactor discipline.
Monthly work summary for 2025-04 focused on stabilizing gameplay, delivering core platform features, and improving code quality to enable faster iteration and better player experience. Key features delivered include tile-based level groundwork, moving/passthrough platforms, and wind system integration with textures and animations. Major bugs fixed span jump/hitbox collisions, wind-related issues, animation edge cases, and editor/build mode stability. Overall impact: more reliable gameplay, smoother movement, improved editor stability, and a maintainable codebase that supports rapid iteration. Technologies/skills demonstrated include platform physics, wind/sprite animation pipelines, networked object behavior, and ongoing refactor discipline.
Summary for 2025-03 (caitlynjin/sweet-sweet-betrayal): Delivered core gameplay systems and codebase improvements that enhance player control, realism, and maintainability. Key features include a robust gliding system with damping and input-driven activation, a dynamic wind system with gusts and raycasted wind obstacles, and tunable variable jump height with refined jump physics. A major code refactor renamed DudeModel to PlayerModel across the project to improve clarity and future maintainability. Accompanying tests and iterative refinements improved collision handling, physics responsiveness, and overall gameplay feel. These changes deliver tangible business value through smoother user experience, faster iteration cycles, and clearer semantic ownership in the codebase.
Summary for 2025-03 (caitlynjin/sweet-sweet-betrayal): Delivered core gameplay systems and codebase improvements that enhance player control, realism, and maintainability. Key features include a robust gliding system with damping and input-driven activation, a dynamic wind system with gusts and raycasted wind obstacles, and tunable variable jump height with refined jump physics. A major code refactor renamed DudeModel to PlayerModel across the project to improve clarity and future maintainability. Accompanying tests and iterative refinements improved collision handling, physics responsiveness, and overall gameplay feel. These changes deliver tangible business value through smoother user experience, faster iteration cycles, and clearer semantic ownership in the codebase.
February 2025 Monthly Summary (caitlynjin/sweet-sweet-betrayal) Focus: Glide mechanics and wind systems to enhance traversal, player agency, and environmental dynamics. Implemented iterative improvements with strong emphasis on stability, testability, and maintainability. Overall outcome: Delivered two core gameplay systems with robust interfaces for future tuning, resulting in richer player experience and clearer design patterns for motion physics and environmental interactions.
February 2025 Monthly Summary (caitlynjin/sweet-sweet-betrayal) Focus: Glide mechanics and wind systems to enhance traversal, player agency, and environmental dynamics. Implemented iterative improvements with strong emphasis on stability, testability, and maintainability. Overall outcome: Delivered two core gameplay systems with robust interfaces for future tuning, resulting in richer player experience and clearer design patterns for motion physics and environmental interactions.
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