
Developed core gameplay systems for the DegreeProjectREAL repository, focusing on combat, animation, and player interaction within Unreal Engine. Delivered a foundational weapon inventory and combat loop, integrating root-motion animation, hitbox-based detection, and responsive UI workflows. Enhanced player experience by implementing weapon switching, dash, and mid-air toggling, as well as introducing new weapon types and combo systems. Addressed asset stability through targeted bug fixes and maintained clean build processes. Leveraged C++, Blueprint, and asset management skills to optimize runtime performance, streamline asset integration, and support rapid iteration, resulting in a robust, scalable gameplay foundation ready for further feature expansion.
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.

Overview of all repositories you've contributed to across your timeline