
Contributed to the NbcampUnreal/1st-Team1-Final-Project by engineering modular trap systems, gameplay features, and UI enhancements over two months. Developed a scalable trap core framework and implemented multiple trap behaviors, integrating data-driven damage and cooldown logic using C++ and Unreal Engine Blueprints. Refactored architecture for maintainability, optimized performance, and improved asset management across VFX, SFX, and animation. Advanced core gameplay loops with systems like the Dungeon Door and Result Screen, while stabilizing edge cases through rigorous debugging and code cleanup. Enhanced player experience by refining UI, balancing mechanics, and ensuring robust collision and replication, enabling rapid iteration and reliable multiplayer gameplay.
June 2025 monthly performance summary for NbcampUnreal/1st-Team1-Final-Project. Focus was on stabilizing core gameplay loops, delivering foundational systems, and enabling faster content iteration through refactor and UI improvements. Delivered and finalized key gameplay components, improved trap system reliability, and enhanced end-of-round feedback with a new result screen. Implemented the Dungeon Door System (class and behavior), the Result Screen Widget, and completed major refactors to streamline class and widget structures. Also advanced the trap ecosystem with timeline-based optimizations, Trap Manager integration, and multiple balance and safety fixes. UI/UX and audio assets were updated to support a more polished player experience, including health bar animations, HDRI environment, and Mercy/Ares VFX work. Fixed critical edge-case bugs (trap damage, DoT application, stun, collision, and crash scenarios) to reduce gameplay risk and improve stability.
June 2025 monthly performance summary for NbcampUnreal/1st-Team1-Final-Project. Focus was on stabilizing core gameplay loops, delivering foundational systems, and enabling faster content iteration through refactor and UI improvements. Delivered and finalized key gameplay components, improved trap system reliability, and enhanced end-of-round feedback with a new result screen. Implemented the Dungeon Door System (class and behavior), the Result Screen Widget, and completed major refactors to streamline class and widget structures. Also advanced the trap ecosystem with timeline-based optimizations, Trap Manager integration, and multiple balance and safety fixes. UI/UX and audio assets were updated to support a more polished player experience, including health bar animations, HDRI environment, and Mercy/Ares VFX work. Fixed critical edge-case bugs (trap damage, DoT application, stun, collision, and crash scenarios) to reduce gameplay risk and improve stability.
May 2025 performance highlights for NbcampUnreal/1st-Team1-Final-Project: - Key features: Trap Core Framework with shared components; first-pass of 5 trap behaviors; Mine Trap System; Lava Floor, Flamethrower, and Arrow Launcher assets; data-driven trap definitions (trap data table) and initial DoT/damage framework; Trap architecture refactor. - Major bugs fixed: Trap activation gating; trigger timing and collision fixes; ETrapData init errors and typos; merge stabilization; arrow hit near walls; per-trap audio/visual isolation; in-game log cleanup and UI clutter reduction. - Impact: Scalable trap platform enabling rapid content creation, improved gameplay balance through data-driven DoT and cooldowns, safer branch state, and stronger maintainability. - Skills demonstrated: Unreal engine asset integration, data tables, collision handling, DoT/damage processing, synchronization and cooldowns, code refactoring and cleanup, asset/VFX/SFX coordination.
May 2025 performance highlights for NbcampUnreal/1st-Team1-Final-Project: - Key features: Trap Core Framework with shared components; first-pass of 5 trap behaviors; Mine Trap System; Lava Floor, Flamethrower, and Arrow Launcher assets; data-driven trap definitions (trap data table) and initial DoT/damage framework; Trap architecture refactor. - Major bugs fixed: Trap activation gating; trigger timing and collision fixes; ETrapData init errors and typos; merge stabilization; arrow hit near walls; per-trap audio/visual isolation; in-game log cleanup and UI clutter reduction. - Impact: Scalable trap platform enabling rapid content creation, improved gameplay balance through data-driven DoT and cooldowns, safer branch state, and stronger maintainability. - Skills demonstrated: Unreal engine asset integration, data tables, collision handling, DoT/damage processing, synchronization and cooldowns, code refactoring and cleanup, asset/VFX/SFX coordination.

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