// 01Modular level-building tools
Created and developed tools for connecting and aligning reusable level sections. Implemented scene handles, connection visualization, and prop attachment behavior so layout changes preserved the relationship between sections and their contents.
// 02Map generation & asset preparation
Built and refined map-generation workflows using level content, simplified geometry, passage markers, and points of interest. Added batch rebaking with level selection and worked on mesh combining and outline integration for map assets.
// 03Exploration & map state
Implemented and refined map-section detection, discovery, neighboring-section reveal, and passage visibility. Connected level relationships and runtime exploration state with the map’s visual feedback and points of interest.
// 04VR map controls
Developed map positioning, rotation, player indication, and recentering. Iterated on controller-based interaction and prototyped tracked-hand manipulation, then refined the map’s behavior across level transitions and camera changes.
// 05Map preview & scene navigation
Created a map preview tool inside the Unity Editor, with visual level selection, scene navigation, and controls for inspecting different map parts. Refined its materials, visual cues, and behavior during editor and play-mode transitions.
// 06Prefab editing & placement utilities
Developed object-mirroring tools with previews and transform controls, added scale-rounding utilities, and improved undo behavior when reconnecting level sections and their props. Worked on tools across multiple open scenes.
// 07Flying-enemy behavior & navigation
Developed early flying-enemy behavior using NodeCanvas tasks and Mercuna 3D navigation. Worked on patrol routes, target tracking, aiming checks, firing behavior, physics-based rotation, and visual debugging of combat behavior.
// 08Equipment animation & gameplay feedback
Refined grappling-tool animation and integrated weapon switching and firing with animation parameters and gameplay states. Connected equipment and environment interactions to sound feedback.
// 09FMOD integration & audio lifecycle
Adapted and extended FMOD integration into a reusable audio service. Worked on Addressables-backed bank loading, event emitters, audio parameters, pause behavior, and cleanup as gameplay and scenes changed.
// 10Music selection & dialogue playback
Implemented music playback and selection driven by level entry, zones, combat, and game-state conditions. Developed FMOD dialogue playback and refined native callback handling, playback notifications, and resource cleanup.
// 11FMOD event authoring & mixing
Authored and refined sound events for equipment, machinery, water, and combat cues. Organized audio banks and mixer routing, adjusted reverb and event priorities, and configured music fades and a localized dialogue audio table.
// 12Pause integration & rendering maintenance
Coordinated map pause with physics, equipment, audio, and pooled gameplay objects. Refined camera settings and map visibility, combined map geometry, and maintained occlusion data and collision setup as levels changed.