
Baptiste Verdier contributed to gameplay, level design, and asset integration across multiple repositories, including Alexandre-Coppens/ARTFX-M2Games-Excalibur and Alexandre-Coppens/Greek_Platformer. He developed core level scaffolding, navigation meshes, and interactive object systems using Unity and Unreal Engine, focusing on 3D modeling, animation implementation, and collision detection. Baptiste addressed stability and playability by refining camera logic, checkpoint reliability, and asset organization, while also expanding content with new mechanics and UI features. His work demonstrated depth in debugging and feature delivery, resulting in more reliable playtesting, maintainable codebases, and improved player experience through careful scene composition and technical polish.

October 2025 (Month: 2025-10) – JoaBories/WS_Chair Overview: Delivered geometry and asset improvements in the Golden Room and Baptiste Level, enhanced corridor interactions, and added gameplay extensions while stabilizing visuals and collisions to enable reliable testing and future work. Key work includes precise room symmetry fixes, corridor blocking, animated assets, and room-specific tutorials/teach features. Maintained clear change traceability with commits spanning fixes, features, and CI-related artifacts (not merged). Key features delivered: - Golden Room: geometry, symmetry, wall curvature fixes, and related corridor blocking improvements; commits include 792ae7ff7013c71b859091bde6003885954ca0b6, f4a23267cac2d0d51d57a2cee1b1c5e1793db24c, 71d5213bd89a437a35ebd7466320c00648ca5e6f, 38caf972d54b90fca60e39c44972290dcab0974e, ee8016829160f9535db4fd74a21e1985359f152e. - Baptiste Level: removed doors to resolve door-related issues; commits 70484def29267700e26d66508146fc36d2470fab and 6784a8d46c824d4f5edb3f654d14a9739fbb7311. - Animated assets and room assets: animated chair in Designer/Baptiste and War Vet room asset integration; commits c0aa0a4f92fcaa9d292962656bf7372fa3adab56 and 18c5c7eb3e8ce529493d33f93546d7a8362f13cc. - Corridor and blocking behavior: corridor collision, blocking collisions, windows collision; commit sequence a59bc7af31f78fba4b7778804398338d7226a697, 072621d9b423b8edb7d0331970c2f362079444ed, d1f428fd41599b249a20bc0f72f091c4bea69fb8, 037a9af4d3de3a79068363b3184ced1ae677413d, a51e7c03e57ad158b37d3e18154b0322a27dcb6b. - Build gating/CI artifact: included a non-merged build-gating commit for process validation (788a4ecd69072e08a98580de71224c83fb3c41dc). - Collision, visibility, and fidelity fixes: corridor and golden room collision fixes; commits 9f511af4708b134b36329ffe148bfa9b007fb7ac and f5c6ebde0473ec2f3beba3b86837d07a3b991b02. - War Vet room updates: asset updates and removal of block out; commits 34bddb28c9a0d946f91c25cc210c7e41907697f3 and 390c9b1cd34d1f17055dad589651d1e39d386153. - Visual consistency and room color fixes: door and room color improvements; commits de831ea70f67f2a1432ab2673363e0608610b1d9 and 4fcb1fa19f7538e1b53c7660916cfd834981e7d7. - Teaching and aesthetics: ability to teach stationed in rooms; commit 49519f00fa50ab27e6846916847e2b803b1d9a87; decal on golden room door; commit 426fc904ec51b2ce2cf2c96f7f7bc1856a57bcdd; new enemy in golden room; commit c2f9f3e0d8f747439b34fc8d03997e4fe98dc615. Major bugs fixed: - Golden room placement, wall curvature, symmetry and blockout issues; door-related Baptiste Level issues; corridor-blocking visibility to prevent clipping; fountain blockout removal corrections; and war vet block-out removals. - CI/build-gating artifact included for validation but not merged. Overall impact and accomplishments: - Stabilized core navigation and visual fidelity in critical areas, enabling faster QA cycles and more reliable playtesting. - Expanded gameplay surface with new assets and a teaching mechanic, increasing player interaction opportunities. - Improved consistency and clarity of the level art pipeline, reducing future rework and support burden. Technologies/skills demonstrated: - 3D geometry optimization, asset integration and animation wiring, collision and visibility tuning, color grading. - Blockout management, corridor and room-level interaction design, and feature-branch hygiene with CI considerations. Business value: - Faster iteration with targeted fixes, better player experience through new assets and interactions, and maintainable codebase with clear commit traceability.
October 2025 (Month: 2025-10) – JoaBories/WS_Chair Overview: Delivered geometry and asset improvements in the Golden Room and Baptiste Level, enhanced corridor interactions, and added gameplay extensions while stabilizing visuals and collisions to enable reliable testing and future work. Key work includes precise room symmetry fixes, corridor blocking, animated assets, and room-specific tutorials/teach features. Maintained clear change traceability with commits spanning fixes, features, and CI-related artifacts (not merged). Key features delivered: - Golden Room: geometry, symmetry, wall curvature fixes, and related corridor blocking improvements; commits include 792ae7ff7013c71b859091bde6003885954ca0b6, f4a23267cac2d0d51d57a2cee1b1c5e1793db24c, 71d5213bd89a437a35ebd7466320c00648ca5e6f, 38caf972d54b90fca60e39c44972290dcab0974e, ee8016829160f9535db4fd74a21e1985359f152e. - Baptiste Level: removed doors to resolve door-related issues; commits 70484def29267700e26d66508146fc36d2470fab and 6784a8d46c824d4f5edb3f654d14a9739fbb7311. - Animated assets and room assets: animated chair in Designer/Baptiste and War Vet room asset integration; commits c0aa0a4f92fcaa9d292962656bf7372fa3adab56 and 18c5c7eb3e8ce529493d33f93546d7a8362f13cc. - Corridor and blocking behavior: corridor collision, blocking collisions, windows collision; commit sequence a59bc7af31f78fba4b7778804398338d7226a697, 072621d9b423b8edb7d0331970c2f362079444ed, d1f428fd41599b249a20bc0f72f091c4bea69fb8, 037a9af4d3de3a79068363b3184ced1ae677413d, a51e7c03e57ad158b37d3e18154b0322a27dcb6b. - Build gating/CI artifact: included a non-merged build-gating commit for process validation (788a4ecd69072e08a98580de71224c83fb3c41dc). - Collision, visibility, and fidelity fixes: corridor and golden room collision fixes; commits 9f511af4708b134b36329ffe148bfa9b007fb7ac and f5c6ebde0473ec2f3beba3b86837d07a3b991b02. - War Vet room updates: asset updates and removal of block out; commits 34bddb28c9a0d946f91c25cc210c7e41907697f3 and 390c9b1cd34d1f17055dad589651d1e39d386153. - Visual consistency and room color fixes: door and room color improvements; commits de831ea70f67f2a1432ab2673363e0608610b1d9 and 4fcb1fa19f7538e1b53c7660916cfd834981e7d7. - Teaching and aesthetics: ability to teach stationed in rooms; commit 49519f00fa50ab27e6846916847e2b803b1d9a87; decal on golden room door; commit 426fc904ec51b2ce2cf2c96f7f7bc1856a57bcdd; new enemy in golden room; commit c2f9f3e0d8f747439b34fc8d03997e4fe98dc615. Major bugs fixed: - Golden room placement, wall curvature, symmetry and blockout issues; door-related Baptiste Level issues; corridor-blocking visibility to prevent clipping; fountain blockout removal corrections; and war vet block-out removals. - CI/build-gating artifact included for validation but not merged. Overall impact and accomplishments: - Stabilized core navigation and visual fidelity in critical areas, enabling faster QA cycles and more reliable playtesting. - Expanded gameplay surface with new assets and a teaching mechanic, increasing player interaction opportunities. - Improved consistency and clarity of the level art pipeline, reducing future rework and support burden. Technologies/skills demonstrated: - 3D geometry optimization, asset integration and animation wiring, collision and visibility tuning, color grading. - Blockout management, corridor and room-level interaction design, and feature-branch hygiene with CI considerations. Business value: - Faster iteration with targeted fixes, better player experience through new assets and interactions, and maintainable codebase with clear commit traceability.
June 2025: Greek_Platformer Level 2 progressed significantly in navigation, physics, and art polish to stabilize gameplay and enable richer traversal. Delivered a robust Level 2 navmesh with spikes collider, refined camera dezoom and collision handling, tuned Typhon movement, and corrected navmesh boundaries to prevent out-of-bounds play. Completed Level 2 setup/maintenance tasks (coins, player start) and swapped to the final background asset. These improvements enhance playability, QA pass readiness, and overall player experience.
June 2025: Greek_Platformer Level 2 progressed significantly in navigation, physics, and art polish to stabilize gameplay and enable richer traversal. Delivered a robust Level 2 navmesh with spikes collider, refined camera dezoom and collision handling, tuned Typhon movement, and corrected navmesh boundaries to prevent out-of-bounds play. Completed Level 2 setup/maintenance tasks (coins, player start) and swapped to the final background asset. These improvements enhance playability, QA pass readiness, and overall player experience.
May 2025 — Alexandre-Coppens/Greek_Platformer: Solid Gym and Level 2 momentum with feature delivery, fixes, and validation to support shipping readiness. Key outcomes include Gym Core integration and Level 2 blockout finalized with tests, asset organization and GD metric alignment, expanded Gym test coverage (short jump, dash, trail lifespan), Level 2 design maturation (UI/POI naming, background limits, and platform length adjustments), and Typhon Level 2 groundwork (start, vertical mesh, ramp) with spawn-distance fixes. The month also improved collaboration workflows through merge/stash housekeeping and release-ready asset discipline. Overall impact: reduced risk for Level 2 shipping, clearer traceability from commits to features, and stronger development discipline that scales with design and metrics.
May 2025 — Alexandre-Coppens/Greek_Platformer: Solid Gym and Level 2 momentum with feature delivery, fixes, and validation to support shipping readiness. Key outcomes include Gym Core integration and Level 2 blockout finalized with tests, asset organization and GD metric alignment, expanded Gym test coverage (short jump, dash, trail lifespan), Level 2 design maturation (UI/POI naming, background limits, and platform length adjustments), and Typhon Level 2 groundwork (start, vertical mesh, ramp) with spawn-distance fixes. The month also improved collaboration workflows through merge/stash housekeeping and release-ready asset discipline. Overall impact: reduced risk for Level 2 shipping, clearer traceability from commits to features, and stronger development discipline that scales with design and metrics.
December 2024 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur: Delivered foundational gameplay, core level scaffolding, and UI/UX polish, with significant visual and stability improvements that advance toward release. Work spanned Level 1 core implementation, background visuals and assets, platform/VFX mechanics, story/content updates, main menu and pause UI, combat readiness (sword), and level progression including transitions to 2.5, final scene, and polish. Notable stability work included checkpoint reliability and cross-level menu/attack timing fixes to ensure a consistent play experience.
December 2024 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur: Delivered foundational gameplay, core level scaffolding, and UI/UX polish, with significant visual and stability improvements that advance toward release. Work spanned Level 1 core implementation, background visuals and assets, platform/VFX mechanics, story/content updates, main menu and pause UI, combat readiness (sword), and level progression including transitions to 2.5, final scene, and polish. Notable stability work included checkpoint reliability and cross-level menu/attack timing fixes to ensure a consistent play experience.
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