
Georgi Damyanov developed core gameplay systems for the DegreeProjectREAL repository, focusing on combat, animation, and inventory workflows over a three-month period. He implemented a hitbox-based combat system with root motion and animation blueprint integration, enhancing responsiveness and visual feedback through VFX and camera shake. Using C++ and Unreal Engine Blueprints, Georgi established a weapon inventory system supporting pickup, equipment, and UI interaction, while refining character movement with features like dashing and weapon switching. His work addressed asset stability and build hygiene, enabling rapid iteration and reliable merges. The depth of his engineering provided a robust, scalable foundation for future gameplay features.

May 2025 Performance Summary for evertandersson/DegreeProjectREAL: Focused on delivering richer player interaction and asset stability. Implemented character movement and combat enhancements, introduced the Axe weapon with a weapon-combo system, and fixed a critical asset issue to stabilize builds. These efforts improve gameplay depth, reduce regression risk, and accelerate iteration cycles for tuning and QA.
May 2025 Performance Summary for evertandersson/DegreeProjectREAL: Focused on delivering richer player interaction and asset stability. Implemented character movement and combat enhancements, introduced the Axe weapon with a weapon-combo system, and fixed a critical asset issue to stabilize builds. These efforts improve gameplay depth, reduce regression risk, and accelerate iteration cycles for tuning and QA.
April 2025 monthly focus for DegreeProjectREAL (evertandersson). Delivered a foundational Weapon Inventory and Combat System with pickup, management, equipment workflows, and UI groundwork, including support for weapon variants. Implemented root-motion driven animation alignment via notifies, integrated audio-visual feedback (SFX) for equip and combat, and refined UI responsiveness. Performed essential asset/config updates to animation assets and input/configs to support the new systems. These changes establish a cohesive core combat loop, enable rapid iteration, and set the stage for future features.
April 2025 monthly focus for DegreeProjectREAL (evertandersson). Delivered a foundational Weapon Inventory and Combat System with pickup, management, equipment workflows, and UI groundwork, including support for weapon variants. Implemented root-motion driven animation alignment via notifies, integrated audio-visual feedback (SFX) for equip and combat, and refined UI responsiveness. Performed essential asset/config updates to animation assets and input/configs to support the new systems. These changes establish a cohesive core combat loop, enable rapid iteration, and set the stage for future features.
March 2025 performance summary for DegreeProjectREAL (evertandersson). Focused on delivering a more responsive combat experience, stabilizing animation pipelines, and improving runtime performance, while ensuring clean mainline integration and project hygiene. Key work includes a comprehensive sword/melee animation overhaul with ABP_MANNY integration, stabilization of the new attack system, and subsequent animation fixes. Implemented a core combat system spanning attacks, hit detection, and basic combat flow, with line-trace switching to Hitbox-based detection for improved accuracy. Optimized critical paths with MKL integration and advanced root-motion support for more natural movement. Visual feedback and feel were enhanced through VFX (weapons, collisions, and player visuals) and camera shake on collisions. Asset/build configuration updates supported stable mainline merges and ongoing maintenance, including syncing with main branch and a revert of the fsd experimental change. Demonstrated strong proficiency in Unreal Engine, C++, asset management, and performance optimization to deliver business value through a more engaging, reliable, and scalable gameplay foundation.
March 2025 performance summary for DegreeProjectREAL (evertandersson). Focused on delivering a more responsive combat experience, stabilizing animation pipelines, and improving runtime performance, while ensuring clean mainline integration and project hygiene. Key work includes a comprehensive sword/melee animation overhaul with ABP_MANNY integration, stabilization of the new attack system, and subsequent animation fixes. Implemented a core combat system spanning attacks, hit detection, and basic combat flow, with line-trace switching to Hitbox-based detection for improved accuracy. Optimized critical paths with MKL integration and advanced root-motion support for more natural movement. Visual feedback and feel were enhanced through VFX (weapons, collisions, and player visuals) and camera shake on collisions. Asset/build configuration updates supported stable mainline merges and ongoing maintenance, including syncing with main branch and a revert of the fsd experimental change. Demonstrated strong proficiency in Unreal Engine, C++, asset management, and performance optimization to deliver business value through a more engaging, reliable, and scalable gameplay foundation.
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