
Developed core gameplay systems for the Mathys-Hymon/WS-Vehicle-ArtFX repository, focusing on audio, camera, and destructible environment features. Leveraged Unreal Engine Blueprints and C++ to implement a sound manager with seamless background music looping, a camera shake system linked to TNT crate data, and explosion feedback through synchronized gamepad rumble. Enhanced chaos-driven crate and destructible wall mechanics by refining collision handling, disappearance timing, and sound effects. Introduced crate respawn logic with configurable limits and timers, and initiated Niagara-based VFX integration to support future visual effects. These contributions improved player immersion, system extensibility, and overall performance within the game environment.
February 2025 highlights for Mathys-Hymon/WS-Vehicle-ArtFX: Delivered foundational audio, camera, destructible-wall, and crate systems that enhance feedback, immersion, and game feel, while laying groundwork for TNT integration and next-gen VFX. Key work included a sound manager with background music import and looping fixes; a camera shake system with reliable TNT crate data linkage; explosion feedback via gamepad rumble and aligned camera shake; a chaos crate system with destructible walls, faster disappearance, collision type definitions, and SFX; and improved crate lifecycle with respawn, max crates, and timer handling. Level-wide background music was enabled, and Niagara-based VFX groundwork was initiated to accelerate future visual effects. These changes deliver measurable business value by improving player experience, retention, and extensibility for future content.
February 2025 highlights for Mathys-Hymon/WS-Vehicle-ArtFX: Delivered foundational audio, camera, destructible-wall, and crate systems that enhance feedback, immersion, and game feel, while laying groundwork for TNT integration and next-gen VFX. Key work included a sound manager with background music import and looping fixes; a camera shake system with reliable TNT crate data linkage; explosion feedback via gamepad rumble and aligned camera shake; a chaos crate system with destructible walls, faster disappearance, collision type definitions, and SFX; and improved crate lifecycle with respawn, max crates, and timer handling. Level-wide background music was enabled, and Niagara-based VFX groundwork was initiated to accelerate future visual effects. These changes deliver measurable business value by improving player experience, retention, and extensibility for future content.

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