
Developed foundational level content and scalable architecture for the NbcampUnreal/2nd-Team7-Final-Project repository over a two-month period, focusing on Unreal Engine-based game development. Delivered the Lobby Base Camp and UGTemple levels, implementing initial layouts and a Gimmick Spawner to support future gameplay adjustments. Used Blueprint and C++ to integrate 3D assets and establish a workflow that enables rapid iteration and traceable commits. Enhanced the temple area with first-pass visuals, including ceiling decorations and material integration, while laying groundwork for main hall expansion. Prioritized maintainability and QA readiness by linking assets to level geometry and supporting efficient rollback and updates.
November 2025—NbcampUnreal/2nd-Team7-Final-Project: Delivered the temple-level visuals and initial layout, establishing the visual framework for the temple area and enabling further gameplay polish. Work focused on asset integration and layout updates to support progression toward the main hall expansion.
November 2025—NbcampUnreal/2nd-Team7-Final-Project: Delivered the temple-level visuals and initial layout, establishing the visual framework for the temple area and enabling further gameplay polish. Work focused on asset integration and layout updates to support progression toward the main hall expansion.
October 2025 — Delivered foundational level content for the NbcampUnreal project, including Lobby Base Camp and UGTemple levels, plus an initial Gimmick Spawner. Completed the high-level structure and laid groundwork for subsequent layout, gimmick tuning, and future adjustments. This supports the roadmap to expand hub areas and enable iterative gameplay design with minimal refactor across the project. Overall impact: Created scalable level architecture enabling rapid content iteration and future adjustments, improving time-to-delivery for new hub areas and gameplay variability. Technology/skills demonstrated: Unreal Engine level design, blueprint/systems integration, and commit-driven traceability for feature delivery.
October 2025 — Delivered foundational level content for the NbcampUnreal project, including Lobby Base Camp and UGTemple levels, plus an initial Gimmick Spawner. Completed the high-level structure and laid groundwork for subsequent layout, gimmick tuning, and future adjustments. This supports the roadmap to expand hub areas and enable iterative gameplay design with minimal refactor across the project. Overall impact: Created scalable level architecture enabling rapid content iteration and future adjustments, improving time-to-delivery for new hub areas and gameplay variability. Technology/skills demonstrated: Unreal Engine level design, blueprint/systems integration, and commit-driven traceability for feature delivery.

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