
Alex contributed to Shocker-Studios/FL25-Game3b by developing core gameplay systems focused on combat, traversal, and player experience. Over four months, Alex implemented features such as a unified damage system, melee and ranged combat mechanics, and wall climbing with character swap integration, using Unreal Engine Blueprints and animation assets. The work included refining camera behavior and stabilizing climbing and mantle systems, addressing both feature depth and bug fixes. By standardizing interfaces and maintaining clean commit practices, Alex improved maintainability and gameplay consistency. The technical approach emphasized asset management, blueprint scripting, and physics simulation to support rapid iteration and future scalability.
December 2025 monthly summary for Shocker-Studios/FL25-Game3b: Focused on stabilizing the core camera system and refining movement mechanics to improve player experience. Delivered targeted bug fixes and feature tweaks to camera behavior and wall climbing, aligning with the project’s quality standards and gameplay goals.
December 2025 monthly summary for Shocker-Studios/FL25-Game3b: Focused on stabilizing the core camera system and refining movement mechanics to improve player experience. Delivered targeted bug fixes and feature tweaks to camera behavior and wall climbing, aligning with the project’s quality standards and gameplay goals.
November 2025 performance summary for Shocker-Studios/FL25-Game3b: Focused on advancing traversal capabilities and stabilizing the player experience to accelerate gameplay depth and future mantling delivery.
November 2025 performance summary for Shocker-Studios/FL25-Game3b: Focused on advancing traversal capabilities and stabilizing the player experience to accelerate gameplay depth and future mantling delivery.
In October 2025, delivered a major feature set for FL25-Game3b: a wall climbing mechanic with seamless character swap integration, backed by updated climbing and sword-swing animations and refreshed assets.
In October 2025, delivered a major feature set for FL25-Game3b: a wall climbing mechanic with seamless character swap integration, backed by updated climbing and sword-swing animations and refreshed assets.
September 2025 (Shocker-Studios/FL25-Game3b) — Delivered core combat and mobility foundations to broaden player strategies and set the stage for mutation-driven gameplay. Implemented a shotgun-based ranged option, a ParasiteZero game mode upgrade, and a prototype mutation meter; standardized damage handling across enemies; established melee combat with sword hitbox and bone blade assets; and introduced wall climbing mechanics with full asset integration and updated maps. These changes align with product goals to deepen engagement, enable rapid iteration, and reduce long-term technical debt by unifying damage logic and movement systems.
September 2025 (Shocker-Studios/FL25-Game3b) — Delivered core combat and mobility foundations to broaden player strategies and set the stage for mutation-driven gameplay. Implemented a shotgun-based ranged option, a ParasiteZero game mode upgrade, and a prototype mutation meter; standardized damage handling across enemies; established melee combat with sword hitbox and bone blade assets; and introduced wall climbing mechanics with full asset integration and updated maps. These changes align with product goals to deepen engagement, enable rapid iteration, and reduce long-term technical debt by unifying damage logic and movement systems.

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