
Worked across multiple repositories including ARTFX-M2Games-Excalibur, LevelBuildingSpace, Greek_Platformer, and WS_Chair to deliver end-to-end asset pipelines, environment art, and animation systems. Developed and integrated 2D and 3D assets, enhanced procedural generation, and improved visual fidelity using Unreal Engine, Houdini Engine, and Unity Asset workflows. Addressed asset management and integration challenges by refining blueprints, materials, and sprite sheet slicing, while resolving geometry and mesh issues to ensure reliable gameplay and production-ready environments. Focused on maintainable, scalable solutions that accelerated iteration, improved onboarding, and enabled richer player experiences through technical depth in animation, level design, and environment art.
October 2025 (2025-10) Monthly Summary for JoaBories/WS_Chair: Delivered a visual fidelity uplift for the Veteran Room through a dedicated Asset Pack and targeted mesh fixes. The work provides ready-to-use assets and materials for the Veteran Room environment, improving visual consistency, asset pipeline efficiency, and reliability for production iterations.
October 2025 (2025-10) Monthly Summary for JoaBories/WS_Chair: Delivered a visual fidelity uplift for the Veteran Room through a dedicated Asset Pack and targeted mesh fixes. The work provides ready-to-use assets and materials for the Veteran Room environment, improving visual consistency, asset pipeline efficiency, and reliability for production iterations.
June 2025 performance highlights for Alexandre-Coppens/Greek_Platformer. Delivered two major features to improve procedural generation and visuals, and resolved two critical geometry issues to ensure reliable gameplay start. The work enhances configurability, visual fidelity, and level reliability, enabling faster iteration and a clearer path to player engagement and retention.
June 2025 performance highlights for Alexandre-Coppens/Greek_Platformer. Delivered two major features to improve procedural generation and visuals, and resolved two critical geometry issues to ensure reliable gameplay start. The work enhances configurability, visual fidelity, and level reliability, enabling faster iteration and a clearer path to player engagement and retention.
May 2025 monthly summary for Alexandre-Coppens/Greek_Platformer focused on asset quality and visual fidelity. Delivered a Vineyard Visual Asset Pack and Level Assets for Level1_Adrien to enhance vineyard and cavern visuals. No gameplay code changes were required; this was an asset-only update that enables faster iteration and higher-quality environments. This work lays groundwork for richer scenes and future feature integration.
May 2025 monthly summary for Alexandre-Coppens/Greek_Platformer focused on asset quality and visual fidelity. Delivered a Vineyard Visual Asset Pack and Level Assets for Level1_Adrien to enhance vineyard and cavern visuals. No gameplay code changes were required; this was an asset-only update that enables faster iteration and higher-quality environments. This work lays groundwork for richer scenes and future feature integration.
March 2025: Delivered end-to-end Corridor Environment and Door System Enhancements for paul-janicot/LevelBuildingSpace. This included corridor placement blockouts, textures, lighting, door modules, boolean logic, and decorative assets, with procedural support for corridors. The work spanned blueprint integration and asset pipeline improvements, improving realism, navigation reliability, and maintenance. Notable commits tracked the progression from initial blockouts to textures, blueprints, lighting, doors, booleans, decor, and final refinements, e.g., 471d5d32e9c8687b2f73acc5479e433845ca6764 (Corridors Placement Blockout), 1934c5c50b3fa16972fec173a4820e9c8a9f0e98 (Textures Rework), 635b5eea3783514e64c22853c7fc6bcdc3f38314 (Blueprints), 16cd0177f7d7ef485a827aa30d293605f79a3b6e (Lights adjustment and door module creation), f5a2a195f7f0eca48319e901d27d2d35a67256e7 (Corridors adjustments, door frames and collisions), 9872e924f68d315a23de39533c329519ce604589 (Doors adjustments), aa2fd2ac4efb84a8430a6d5ab063fc1cf80d9697 (Booleans for corridor doors), 772e0ccf44611ba81dc0e0e0a1d1194ce38e3bab (Booleans for Storage room and door clean up), bfdc56112be49de9b43e9cc3b576e534b2746a2d (fixing the door frames' booleans), fe038866b2486890830fa3635c57c6083dc9e5df (Corridor decoration), 126b9204d3be7668a60d4dd1a8256d2d539b0062 (Corridors decoration), e019babf27a6e8967c358f0a4ce8c5a5fff626f1 (Corridors decoration), 4eebb5c6cafaf2e6fb45a3622eda12414c799a53 (Corridors adjustmentss), 9a50bfe08eb7d9c487e048ab8c07df6aad798148 (last minute adjustmentsss).
March 2025: Delivered end-to-end Corridor Environment and Door System Enhancements for paul-janicot/LevelBuildingSpace. This included corridor placement blockouts, textures, lighting, door modules, boolean logic, and decorative assets, with procedural support for corridors. The work spanned blueprint integration and asset pipeline improvements, improving realism, navigation reliability, and maintenance. Notable commits tracked the progression from initial blockouts to textures, blueprints, lighting, doors, booleans, decor, and final refinements, e.g., 471d5d32e9c8687b2f73acc5479e433845ca6764 (Corridors Placement Blockout), 1934c5c50b3fa16972fec173a4820e9c8a9f0e98 (Textures Rework), 635b5eea3783514e64c22853c7fc6bcdc3f38314 (Blueprints), 16cd0177f7d7ef485a827aa30d293605f79a3b6e (Lights adjustment and door module creation), f5a2a195f7f0eca48319e901d27d2d35a67256e7 (Corridors adjustments, door frames and collisions), 9872e924f68d315a23de39533c329519ce604589 (Doors adjustments), aa2fd2ac4efb84a8430a6d5ab063fc1cf80d9697 (Booleans for corridor doors), 772e0ccf44611ba81dc0e0e0a1d1194ce38e3bab (Booleans for Storage room and door clean up), bfdc56112be49de9b43e9cc3b576e534b2746a2d (fixing the door frames' booleans), fe038866b2486890830fa3635c57c6083dc9e5df (Corridor decoration), 126b9204d3be7668a60d4dd1a8256d2d539b0062 (Corridors decoration), e019babf27a6e8967c358f0a4ce8c5a5fff626f1 (Corridors decoration), 4eebb5c6cafaf2e6fb45a3622eda12414c799a53 (Corridors adjustmentss), 9a50bfe08eb7d9c487e048ab8c07df6aad798148 (last minute adjustmentsss).
December 2024 performance summary: Delivered major asset expansion for ARTFX-M2Games-Excalibur, introducing new character animation assets for AlisterRough and Alister, animation assets for Lady of the Lake, and a new title screen. This work enhances visual fidelity, enables richer character motion, and improves onboarding/UI polish. No major bugs fixed this month. Commits associated with delivery: 'Animation + Slicing' and 'Lady of the Lake + New Alister Animations'.
December 2024 performance summary: Delivered major asset expansion for ARTFX-M2Games-Excalibur, introducing new character animation assets for AlisterRough and Alister, animation assets for Lady of the Lake, and a new title screen. This work enhances visual fidelity, enables richer character motion, and improves onboarding/UI polish. No major bugs fixed this month. Commits associated with delivery: 'Animation + Slicing' and 'Lady of the Lake + New Alister Animations'.

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