
Developed core gameplay systems and infrastructure for Unreal Engine projects, focusing on combat, destruction, and hitboxing features across the Loris-Moreau/UE_Traversal and Ewan-DuplessisK/PFE_FTJ_Proto repositories. Delivered modular health and modifier systems, a scalable boss framework, and a robust hitboxing architecture using C++ and Blueprint scripting. Enhanced destructible environments and implemented asset management improvements, including asset-data synchronization and project structure refactoring. Prioritized code cleanup, maintainability, and designer-driven iteration by integrating modular design patterns and asset-driven workflows. Addressed technical debt through targeted bug fixes and code organization, resulting in faster iteration cycles, improved stability, and a scalable foundation for future gameplay features.
May 2025 monthly summary for Ewan-DuplessisK/PFE_FTJ_Proto. Delivered foundational hitboxing system with separate attack/hurtbox components, collision handling, hit-event broadcasting, readability improvements, visibility defaults, and usage examples; resolved actor registration robustness issues. Refactored asset organization to clearly separate public and private components, improving maintainability and onboarding. Implemented Asset Data Synchronization after Asset Class changes to keep level data aligned with asset definitions. These efforts strengthened the core gameplay infrastructure, streamlined the asset pipeline, and reduced data drift between in-engine assets and levels, enabling faster iteration and more reliable builds.
May 2025 monthly summary for Ewan-DuplessisK/PFE_FTJ_Proto. Delivered foundational hitboxing system with separate attack/hurtbox components, collision handling, hit-event broadcasting, readability improvements, visibility defaults, and usage examples; resolved actor registration robustness issues. Refactored asset organization to clearly separate public and private components, improving maintainability and onboarding. Implemented Asset Data Synchronization after Asset Class changes to keep level data aligned with asset definitions. These efforts strengthened the core gameplay infrastructure, streamlined the asset pipeline, and reduced data drift between in-engine assets and levels, enabling faster iteration and more reliable builds.
April 2025 monthly summary highlighting delivery of core gameplay systems, targeted cleanup, and foundational framework work to enable faster iteration and improved stability. Focused on delivering robust destruction and hitboxing capabilities, while cleaning up the codebase to reduce technical debt and enable safer blueprint exposure and asset management.
April 2025 monthly summary highlighting delivery of core gameplay systems, targeted cleanup, and foundational framework work to enable faster iteration and improved stability. Focused on delivering robust destruction and hitboxing capabilities, while cleaning up the codebase to reduce technical debt and enable safer blueprint exposure and asset management.
March 2025: Delivered a Destructible Environments Prototype in Unreal Engine for PFE_FTJ_Proto. Implemented blueprints for player characters, projectiles, and weapons, plus game mode and level assets related to destructible environments. Included editor gitignore improvements for cleaner collaboration. Established a reusable prototype framework to accelerate iteration on gameplay mechanics and level design.
March 2025: Delivered a Destructible Environments Prototype in Unreal Engine for PFE_FTJ_Proto. Implemented blueprints for player characters, projectiles, and weapons, plus game mode and level assets related to destructible environments. Included editor gitignore improvements for cleaner collaboration. Established a reusable prototype framework to accelerate iteration on gameplay mechanics and level design.
December 2024 monthly summary for Loris-Moreau/UE_Traversal focused on delivering foundational gameplay infrastructure, stabilizing core systems, and enabling designer-driven iteration for combat features. Key features delivered: - Character Health System: Implemented core health functionality with a C++ prototype, blueprint integration, invincibility window, and death-related effects to support robust player/character survivability and clear UX during combat. - Modifier System: Introduced a modular UModifier component with C++ prototype and blueprintable support, alongside modifier assets and project cleanup to enable scalable stat/ability changes driven by designers. - Boss Character: Added a boss framework with a C++ Boss prototype and companion blueprint asset to enable scalable, engaging endgame encounters. Major bugs fixed: - Stabilized health and modifier prototypes through targeted blueprint/C++ fixes. - Cleaned up abandoned modifier blueprints/C++ components to reduce technical debt and improve maintainability. Overall impact and accomplishments: - Established reusable, designer-friendly gameplay infrastructure that accelerates feature delivery for combat, health, and boss encounters. - Improved modularity, testability, and stability of core systems, enabling faster iteration cycles and safer future changes. Technologies/skills demonstrated: - C++ and Blueprint integration in Unreal Engine, modular design patterns, asset-driven architecture, debugging and refactoring, cross-functional collaboration with design and art teams. Business value: - Faster feature delivery for core gameplay loops, reduced risk for future features, and a scalable foundation for future combat systems and boss encounters.
December 2024 monthly summary for Loris-Moreau/UE_Traversal focused on delivering foundational gameplay infrastructure, stabilizing core systems, and enabling designer-driven iteration for combat features. Key features delivered: - Character Health System: Implemented core health functionality with a C++ prototype, blueprint integration, invincibility window, and death-related effects to support robust player/character survivability and clear UX during combat. - Modifier System: Introduced a modular UModifier component with C++ prototype and blueprintable support, alongside modifier assets and project cleanup to enable scalable stat/ability changes driven by designers. - Boss Character: Added a boss framework with a C++ Boss prototype and companion blueprint asset to enable scalable, engaging endgame encounters. Major bugs fixed: - Stabilized health and modifier prototypes through targeted blueprint/C++ fixes. - Cleaned up abandoned modifier blueprints/C++ components to reduce technical debt and improve maintainability. Overall impact and accomplishments: - Established reusable, designer-friendly gameplay infrastructure that accelerates feature delivery for combat, health, and boss encounters. - Improved modularity, testability, and stability of core systems, enabling faster iteration cycles and safer future changes. Technologies/skills demonstrated: - C++ and Blueprint integration in Unreal Engine, modular design patterns, asset-driven architecture, debugging and refactoring, cross-functional collaboration with design and art teams. Business value: - Faster feature delivery for core gameplay loops, reduced risk for future features, and a scalable foundation for future combat systems and boss encounters.

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