
Joshua Glass contributed to the ArchieStill/CGD-Game repository by developing and integrating gameplay features such as boss encounters, advanced trap systems, and interactive puzzle mechanics. He applied Unreal Engine Blueprints and asset management techniques to expand environmental assets, implement new gameplay elements like the Mimic Hammer, and enhance level design. Joshua addressed build stability and runtime errors through targeted debugging and configuration management, ensuring reliable compilation and smoother player experiences. His work demonstrated depth in 3D modeling integration, animation, and asset pipeline improvements, resulting in richer environments, scalable asset workflows, and accelerated iteration cycles for both visual fidelity and gameplay progression.

April 2025 – ArchieStill/CGD-Game: Delivered key visual and gameplay enhancements with integrated asset updates and cross-team collaboration, setting the stage for richer player experiences and scalable asset pipelines. Key features delivered: - Visual asset expansion across levels: raft textures; CrystalLevel visuals (creeping vines, cobbled walls, floor tiles); Level 2 visuals including snakes and snake pits; accompanied by project/config updates to integrate assets. Commits: ee25fd68a243789c8268b6fdfa02c5810c691290; c5051cf1414e6f3177bbc2800c901d283d37c129; 54f54cd89c2ae4cb19d1c7a2e47abfbc730c4a30. - Mimic Hammer gameplay: new color/height/metallic/normal maps and blueprint assets for puzzles and mechanics, expanding interactive gameplay. Commit: 836ea2ce8f40b086c516be09ff3cfebaa22db198. Major bugs fixed: - No explicit bugs documented in the provided data; focus was on feature delivery and asset integration. Overall impact and accomplishments: - Increased visual fidelity across multiple levels, expanded gameplay mechanics with the Mimic Hammer, and strengthened asset pipeline and cross-team collaboration, enabling faster future deliveries and more cohesive player experiences. Technologies/skills demonstrated: - Art asset creation and integration (textures, normal/metallic maps), level design, blueprint assets, asset/config integration, and cross-team collaboration (AS/JG; AE/JG).
April 2025 – ArchieStill/CGD-Game: Delivered key visual and gameplay enhancements with integrated asset updates and cross-team collaboration, setting the stage for richer player experiences and scalable asset pipelines. Key features delivered: - Visual asset expansion across levels: raft textures; CrystalLevel visuals (creeping vines, cobbled walls, floor tiles); Level 2 visuals including snakes and snake pits; accompanied by project/config updates to integrate assets. Commits: ee25fd68a243789c8268b6fdfa02c5810c691290; c5051cf1414e6f3177bbc2800c901d283d37c129; 54f54cd89c2ae4cb19d1c7a2e47abfbc730c4a30. - Mimic Hammer gameplay: new color/height/metallic/normal maps and blueprint assets for puzzles and mechanics, expanding interactive gameplay. Commit: 836ea2ce8f40b086c516be09ff3cfebaa22db198. Major bugs fixed: - No explicit bugs documented in the provided data; focus was on feature delivery and asset integration. Overall impact and accomplishments: - Increased visual fidelity across multiple levels, expanded gameplay mechanics with the Mimic Hammer, and strengthened asset pipeline and cross-team collaboration, enabling faster future deliveries and more cohesive player experiences. Technologies/skills demonstrated: - Art asset creation and integration (textures, normal/metallic maps), level design, blueprint assets, asset/config integration, and cross-team collaboration (AS/JG; AE/JG).
March 2025 (2025-03) — ArchieStill/CGD-Game Focused on delivering richer gameplay environments, expanding interactive puzzle options, and solidifying asset management for maintainability. This month combined new content with stability improvements, enabling faster future iterations and greater player engagement.
March 2025 (2025-03) — ArchieStill/CGD-Game Focused on delivering richer gameplay environments, expanding interactive puzzle options, and solidifying asset management for maintainability. This month combined new content with stability improvements, enabling faster future iterations and greater player engagement.
February 2025: ArchieStill/CGD-Game delivered two major initiatives: a new 'false hammer' gameplay design with asset population for the SimplePuzzlesRemade level, and a stabilization fix for the Dart Box within the Player Linking System. These efforts reduce runtime errors, expand gameplay capabilities, and improve overall player experience and progression.
February 2025: ArchieStill/CGD-Game delivered two major initiatives: a new 'false hammer' gameplay design with asset population for the SimplePuzzlesRemade level, and a stabilization fix for the Dart Box within the Player Linking System. These efforts reduce runtime errors, expand gameplay capabilities, and improve overall player experience and progression.
For 2024-11, ArchieStill/CGD-Game delivered a focused vertical slice with a boss encounter to showcase core combat and progression, expanded the traps system for varied gameplay, laid groundwork for a robust death/restart UX, and advanced engineering tooling to improve debugging, asset management, and shipping builds. Fixed critical build issues impacting DeathSystem to ensure reliable compilation and runability. These efforts deliver tangible business value by accelerating prototype validation, improving player feedback loops, and increasing release-readiness.
For 2024-11, ArchieStill/CGD-Game delivered a focused vertical slice with a boss encounter to showcase core combat and progression, expanded the traps system for varied gameplay, laid groundwork for a robust death/restart UX, and advanced engineering tooling to improve debugging, asset management, and shipping builds. Fixed critical build issues impacting DeathSystem to ensure reliable compilation and runability. These efforts deliver tangible business value by accelerating prototype validation, improving player feedback loops, and increasing release-readiness.
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