
Over six months, contributed to the TimeHavenGames repository by building gameplay systems, environment art, and robust save/load features using Unreal Engine, Blueprint, and C++. Developed a time-slowing mechanic integrated with level design and data tables, enhancing gameplay depth and scalability. Established asset pipelines and cross-platform build readiness, refining static mesh and audio integration for consistent development cycles. Implemented a personalized save system with UI enhancements, addressing data reliability and user experience. Improved configuration management, debugging, and editor workflows, resolving runtime errors and reducing log noise. The work emphasized maintainable, data-driven solutions and iterative improvements across game systems and development infrastructure.
April 2025: Key features delivered, major fixes, and business-focused outcomes for TimeHavenGames. Delivered a Save System Overhaul with personalization, improving data reliability and player experience; stabilized the UI Save Menu to reduce runtime errors; and restructured startup/menu flow along with UI assets to support new features and faster iteration. These changes enhance player data integrity, onboarding consistency, and future UI customization capability.
April 2025: Key features delivered, major fixes, and business-focused outcomes for TimeHavenGames. Delivered a Save System Overhaul with personalization, improving data reliability and player experience; stabilized the UI Save Menu to reduce runtime errors; and restructured startup/menu flow along with UI assets to support new features and faster iteration. These changes enhance player data integrity, onboarding consistency, and future UI customization capability.
March 2025 monthly summary for Liammwy/TimeHavenGames. Focus areas included engine upgrade readiness, a robust Save/Load system with constrained save slots, and Save System UI enhancements, alongside asset pipeline quality improvements. The work delivered foundational systems and UX improvements, setting a clear path for the upcoming Unreal Engine upgrade and a more consistent user experience.
March 2025 monthly summary for Liammwy/TimeHavenGames. Focus areas included engine upgrade readiness, a robust Save/Load system with constrained save slots, and Save System UI enhancements, alongside asset pipeline quality improvements. The work delivered foundational systems and UX improvements, setting a clear path for the upcoming Unreal Engine upgrade and a more consistent user experience.
February 2025 — Liammwy/TimeHavenGames: Delivered foundational Save Game system scaffolding and project/editor cleanups to enable stable persistence and faster future iterations. Implemented blueprint-based save functionality and initial save manager, with accompanying editor/build settings cleanup (e.g., disabling XGE). Completed targeted editor and project configuration cleanup to streamline workflows and reduce build friction. Fixed critical pause menu issues for reliable gameplay flow and improved pause/save UI integration. Reduced log noise by removing extraneous prints, improving debugging clarity.
February 2025 — Liammwy/TimeHavenGames: Delivered foundational Save Game system scaffolding and project/editor cleanups to enable stable persistence and faster future iterations. Implemented blueprint-based save functionality and initial save manager, with accompanying editor/build settings cleanup (e.g., disabling XGE). Completed targeted editor and project configuration cleanup to streamline workflows and reduce build friction. Fixed critical pause menu issues for reliable gameplay flow and improved pause/save UI integration. Reduced log noise by removing extraneous prints, improving debugging clarity.
December 2024 monthly summary for Liammwy/TimeHavenGames. Focused on establishing HoverALPHA engine initialization and asset integration groundwork; asset import/build for new assets; cross-platform readiness; and iterative asset refinements. No explicit major bug fixes documented this month, with improvements centered on asset pipeline and environment updates. This work lays a solid foundation for faster development cycles and consistent cross-platform builds.
December 2024 monthly summary for Liammwy/TimeHavenGames. Focused on establishing HoverALPHA engine initialization and asset integration groundwork; asset import/build for new assets; cross-platform readiness; and iterative asset refinements. No explicit major bug fixes documented this month, with improvements centered on asset pipeline and environment updates. This work lays a solid foundation for faster development cycles and consistent cross-platform builds.
November 2024 Monthly Summary – Liammwy/TimeHavenGames Focused on delivering visual and gameplay enhancements, tightening the development workflow, and laying groundwork for future content. The month delivered new visual environments, structured level designs, initial HoverALPHA gameplay elements, and core UI/gameplay refinements, underpinned by improved dev tooling and processes.
November 2024 Monthly Summary – Liammwy/TimeHavenGames Focused on delivering visual and gameplay enhancements, tightening the development workflow, and laying groundwork for future content. The month delivered new visual environments, structured level designs, initial HoverALPHA gameplay elements, and core UI/gameplay refinements, underpinned by improved dev tooling and processes.
October 2024 – Liammwy/TimeHavenGames: Delivered a new time-slowing mechanic activated by Rune collectibles, supported by data tables and Blueprint logic, and integrated into level design. The feature enhances gameplay depth by enabling dynamic pacing and strategic Rune collection, while establishing a data-driven framework for future Rune-based abilities. The work demonstrates strong collaboration between gameplay design and technical implementation, and positions the project for scalable content expansion.
October 2024 – Liammwy/TimeHavenGames: Delivered a new time-slowing mechanic activated by Rune collectibles, supported by data tables and Blueprint logic, and integrated into level design. The feature enhances gameplay depth by enabling dynamic pacing and strategic Rune collection, while establishing a data-driven framework for future Rune-based abilities. The work demonstrates strong collaboration between gameplay design and technical implementation, and positions the project for scalable content expansion.

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