
Alexandre Coppens developed core AI and gameplay systems for the WS_Chair repository, focusing on scalable architecture and robust enemy behavior. He refactored the project hierarchy to centralize templates, streamlining asset management and reducing duplication. Using Unreal Engine Blueprints and Behavior Trees, Alexandre implemented features such as Parent Interaction, AI patrols, and Navmesh-based movement with SubLevel support. He enhanced enemy perception and behavior, including vision systems and door interactions, while integrating new data assets and UI feedback elements. His work stabilized the build pipeline and improved visual fidelity, enabling faster iteration and more believable AI within a well-organized project structure.

October 2025 monthly summary highlighting key features delivered, major bug fixes, and overall impact for WS_Chair. Focused on delivering gameplay enhancements, stabilizing the build and CI process, and advancing level design while preparing for an initial release milestone.
October 2025 monthly summary highlighting key features delivered, major bug fixes, and overall impact for WS_Chair. Focused on delivering gameplay enhancements, stabilizing the build and CI process, and advancing level design while preparing for an initial release milestone.
June 2025 monthly contributions across Alexandre-Coppens/Greek_Platformer focused on stabilizing core gameplay, delivering persistence, visual fidelity improvements, and foundational work for enemy AI and feedback systems. Key outcomes include implementing a Save System to persist game state, adding Enemy Sword Visual Effects for enhanced combat feedback, and establishing an Enemy Signs and Feedbacks system to guide player interactions. Numerous critical bug fixes improved stability and reliability, including Vineyard and version 2 issues, and build-related motions (houses moving during build). Debug utilities were introduced to accelerate troubleshooting and future AI/content work. These efforts reduce runtime errors, enable more reliable play sessions, and set the stage for richer enemy AI behaviors and player feedback mechanisms.
June 2025 monthly contributions across Alexandre-Coppens/Greek_Platformer focused on stabilizing core gameplay, delivering persistence, visual fidelity improvements, and foundational work for enemy AI and feedback systems. Key outcomes include implementing a Save System to persist game state, adding Enemy Sword Visual Effects for enhanced combat feedback, and establishing an Enemy Signs and Feedbacks system to guide player interactions. Numerous critical bug fixes improved stability and reliability, including Vineyard and version 2 issues, and build-related motions (houses moving during build). Debug utilities were introduced to accelerate troubleshooting and future AI/content work. These efforts reduce runtime errors, enable more reliable play sessions, and set the stage for richer enemy AI behaviors and player feedback mechanisms.
In May 2025, delivered the foundational scaffolding for the Greek_Platformer project in Unreal Engine, establishing a solid base for gameplay development and future iterations. Implemented core project initialization, UE project scaffolding, levels/UI structure, and essential data assets. Completed stability-focused work including a Save System with persistence and Pre-Alpha release preparations with versioned builds. Progressed critical features and fixes toward a playable prototype, setting the stage for beta development.
In May 2025, delivered the foundational scaffolding for the Greek_Platformer project in Unreal Engine, establishing a solid base for gameplay development and future iterations. Implemented core project initialization, UE project scaffolding, levels/UI structure, and essential data assets. Completed stability-focused work including a Save System with persistence and Pre-Alpha release preparations with versioned builds. Progressed critical features and fixes toward a playable prototype, setting the stage for beta development.
January 2025 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur highlighting two key feature deliveries and their business value: improvements to visual polish and object layout, plus expanded audio effects to strengthen player immersion and feedback.
January 2025 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur highlighting two key feature deliveries and their business value: improvements to visual polish and object layout, plus expanded audio effects to strengthen player immersion and feedback.
December 2024 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur. Focused on establishing a stable foundation, delivering core gameplay capabilities, and improving build reliability and collaboration. Key outcomes include: project scaffolding and cross-team integration; core Player Movement with test animations; Dialogue/Enemy AI progression; Camera improvements and stability; Portals System and Dynamic Moving Platforms enabling level traversal; and Build System enhancements (BUILD1/BUILD2) to enable artifact production and parallel tasks. Major stability fixes were implemented for camera behavior, enemy colliders, prefab references, and sword behavior, contributing to a more reliable iteration cycle. These efforts improve development velocity, UX realism, and readiness for asset integration, delivering tangible business value through a playable prototype and a stable foundation for future features.
December 2024 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur. Focused on establishing a stable foundation, delivering core gameplay capabilities, and improving build reliability and collaboration. Key outcomes include: project scaffolding and cross-team integration; core Player Movement with test animations; Dialogue/Enemy AI progression; Camera improvements and stability; Portals System and Dynamic Moving Platforms enabling level traversal; and Build System enhancements (BUILD1/BUILD2) to enable artifact production and parallel tasks. Major stability fixes were implemented for camera behavior, enemy colliders, prefab references, and sword behavior, contributing to a more reliable iteration cycle. These efforts improve development velocity, UX realism, and readiness for asset integration, delivering tangible business value through a playable prototype and a stable foundation for future features.
November 2024 — ARTFX-M2Games-Excalibur development month focused on establishing a reproducible Unity development environment and laying the foundation for rapid feature delivery. The work enables faster onboarding, consistent builds, and early validation of core workflows.
November 2024 — ARTFX-M2Games-Excalibur development month focused on establishing a reproducible Unity development environment and laying the foundation for rapid feature delivery. The work enables faster onboarding, consistent builds, and early validation of core workflows.
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