
Contributed to the NbcampUnreal/1st-Team6-Final-Project repository by developing and refining core multiplayer gameplay systems, weapon mechanics, and AI-driven features over a three-month period. Leveraging Unreal Engine, C++, and Blueprint scripting, the work included implementing responsive weapon fire modes, animation-linked firing logic, and robust network replication for character and zombie entities. Addressed gameplay realism through animation blueprints, mid-save architecture, and synchronized audio-visual feedback. Enhanced user experience with UI improvements, inventory logic, and quick slot systems, while maintaining asset integrity and optimizing performance. The engineering approach emphasized stable multiplayer iterations, efficient debugging, and scalable architecture for ongoing feature expansion and QA readiness.
July 2025 (NbcampUnreal/1st-Team6-Final-Project) delivered core multiplayer gameplay improvements and stability enhancements, focused on network reliability, UX polish, and dev tooling to accelerate iteration. The work supports a more engaging player experience and a safer, faster development cycle for ongoing features and QA readiness.
July 2025 (NbcampUnreal/1st-Team6-Final-Project) delivered core multiplayer gameplay improvements and stability enhancements, focused on network reliability, UX polish, and dev tooling to accelerate iteration. The work supports a more engaging player experience and a safer, faster development cycle for ongoing features and QA readiness.
June 2025 performance snapshot for NbcampUnreal/1st-Team6-Final-Project. Focused on delivering responsive weapon systems, synchronized animations, and robust multiplayer/AI foundations while stabilizing assets and UI. The team reduced critical blockers, improved realism, and laid groundwork for future expansions in combat, AI behavior, and UX.
June 2025 performance snapshot for NbcampUnreal/1st-Team6-Final-Project. Focused on delivering responsive weapon systems, synchronized animations, and robust multiplayer/AI foundations while stabilizing assets and UI. The team reduced critical blockers, improved realism, and laid groundwork for future expansions in combat, AI behavior, and UX.
May 2025 monthly summary for NbcampUnreal/1st-Team6-Final-Project. Key features delivered include AnimGraph ABP enhancements with AnimOffset1D implementation and 2D conversion; Sync Mark addition in Blender space to fix toe wobble; equipped weapon component integration with WeaponBase wiring and hands visibility; mid-save architecture enabling per-weapon AimOffset/BlendSpace and mid-progress saves; and server-side multicast for weapon damage/sound/effects with feedback via blood decals and death animation updates. Additional improvements cover per-weapon animation transitions, first-person hand animations, and content/blueprint organization tasks to support stable multiplayer iterations. Major bugs fixed include stamina drain during running, crouch/jump related issues, Turn In Place client execution, interaction InputAction handling, and code merge tangling fixes including M4A4 firing logic adjustments and related reverts. Overall impact centers on improved gameplay realism, network reliability, and developer velocity, delivering tangible business value through more stable builds, faster iteration cycles, and higher quality player experience. Technologies/skills demonstrated include Unreal Engine ABP/AnimGraph/AnimOffset, BlendSpace, Data Tables, mid-save architecture, equipped-weapon system, multiplayer server-client synchronization, and blueprint integration.
May 2025 monthly summary for NbcampUnreal/1st-Team6-Final-Project. Key features delivered include AnimGraph ABP enhancements with AnimOffset1D implementation and 2D conversion; Sync Mark addition in Blender space to fix toe wobble; equipped weapon component integration with WeaponBase wiring and hands visibility; mid-save architecture enabling per-weapon AimOffset/BlendSpace and mid-progress saves; and server-side multicast for weapon damage/sound/effects with feedback via blood decals and death animation updates. Additional improvements cover per-weapon animation transitions, first-person hand animations, and content/blueprint organization tasks to support stable multiplayer iterations. Major bugs fixed include stamina drain during running, crouch/jump related issues, Turn In Place client execution, interaction InputAction handling, and code merge tangling fixes including M4A4 firing logic adjustments and related reverts. Overall impact centers on improved gameplay realism, network reliability, and developer velocity, delivering tangible business value through more stable builds, faster iteration cycles, and higher quality player experience. Technologies/skills demonstrated include Unreal Engine ABP/AnimGraph/AnimOffset, BlendSpace, Data Tables, mid-save architecture, equipped-weapon system, multiplayer server-client synchronization, and blueprint integration.

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