
During two months on the ABallanza/GhostTale_PFA repository, C. Gillet developed and integrated seventeen features and resolved three bugs, focusing on 3D asset integration, level design, and asset management within Unreal Engine. Gillet established a reusable asset pipeline and prototyping foundation for the Charlotte_LA map, enabling rapid iteration and QA. In June, they enhanced lighting systems, corridor layouts, and environmental visuals, while expanding the Armure system and onboarding French content. Their technical approach emphasized modular asset workflows and cross-module integration, using UnrealScript and Unreal Engine assets to improve visual fidelity, maintainability, and player experience across multiple interconnected game modules.

June 2025 monthly performance for ABallanza/GhostTale_PFA: Delivered extensive lighting and environment enhancements across LA, Corridor, Zoo, and Armor subsystems, with strong cross-module integration and visual fidelity improvements. Implemented new lights support, corridor layouts, godray lighting, and decor assets; integrated LA features in Zoo; expanded Armure system with armor assets; introduced UI Theme Light Blue and handled French content onboarding. Fixed critical UI/naming bugs, improving player experience and maintainability.
June 2025 monthly performance for ABallanza/GhostTale_PFA: Delivered extensive lighting and environment enhancements across LA, Corridor, Zoo, and Armor subsystems, with strong cross-module integration and visual fidelity improvements. Implemented new lights support, corridor layouts, godray lighting, and decor assets; integrated LA features in Zoo; expanded Armure system with armor assets; introduced UI Theme Light Blue and handled French content onboarding. Fixed critical UI/naming bugs, improving player experience and maintainability.
May 2025 focused on establishing a solid LA-area prototyping foundation for GhostTale_PFA, delivering initial map setup, visuals, and test scaffolding to accelerate iteration, QA, and subsequent feature work. The work created reusable asset pipelines and prepared the ground for continued level design and gameplay enhancements.
May 2025 focused on establishing a solid LA-area prototyping foundation for GhostTale_PFA, delivering initial map setup, visuals, and test scaffolding to accelerate iteration, QA, and subsequent feature work. The work created reusable asset pipelines and prepared the ground for continued level design and gameplay enhancements.
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