

Asset Pipeline
Extended the Google Sheets → Unity content pipeline used by designers to create and maintain the game's large inventory dataset, reducing manual content-authoring work and keeping game data synchronized with design documents.
Localization
I managed a massive localization entry table with multiple languages, which was constantly synced with the Unity project.
Additionally, the project required continuous integration with a foreign publishing representative, which required an external python script (using openpyxl and pandas) to sanitize data and export the spreadsheets for easy tracking and translation.


Temperature/Wetness
I built the first versions of the Temperature & Wetness Systems logic for the overworld and also the inner character. It was highly dependent on the state of the game's season, weather, time of the day and other environment elements.
Overworld attributes affected how the character internal state changed, resulting in character effects based on certain value thresholds.
Seasons and Weather
I drastically simplified the already existing Season and Weather systems of the world. I had to rework the entire loading and evaluation logic to make it consistent along all the respective systems patterns, and easier to debug the spotted cases of seasons and weather that were glitching and triggering incorrectly over gameplay.
The simplification also fixed several multiplayer loading convoluted cases and save state recovery issues.


Random Events
I built a Random event Manager that observed Game time data to trigger events randomly by time. The manager subscribed to time events and observed the player state to ensure random events would not conflict with other interactions.
The triggered events were integrated with existing systems to support lucky/unlucky quick events, and varied types of in-game random outcomes for certain interactions.



