
Zoe Jobet contributed to multiple game development projects, focusing on asset integration, animation, and UI design across repositories such as Alexandre-Coppens/ARTFX-M2Games-Excalibur and JoaBories/WS_Chair. She built and refined 3D assets, implemented animation controllers, and expanded visual pipelines using Unity and Unreal Engine, ensuring assets were efficiently managed and visually cohesive. Her work included integrating new UI elements, enhancing scene lighting, and resolving map content issues, which improved both player immersion and development workflows. By maintaining clear commit histories and automating asset imports, Zoe enabled reproducible builds and streamlined QA, demonstrating depth in asset management and cross-team collaboration.

October 2025 — JoaBories/WS_Chair: Key features delivered include the Gamecave Asset Ecosystem (consolidated test assets, final assets, materials, and refinements to meshes and level content) and a Map Content Bug Fix (assets added to the map to resolve data/visual issues). Major bugs fixed: map content data/visual discrepancies resolved through asset augmentation. Overall impact and accomplishments: enhanced asset fidelity, more stable demo/production visuals, and a cleaner asset pipeline that enables faster iteration and more reliable builds. Technologies and skills demonstrated: 3D asset management lifecycle, materials integration, mesh/level refinements, asset pipeline improvements, and Git-based version control with cross-team collaboration.
October 2025 — JoaBories/WS_Chair: Key features delivered include the Gamecave Asset Ecosystem (consolidated test assets, final assets, materials, and refinements to meshes and level content) and a Map Content Bug Fix (assets added to the map to resolve data/visual issues). Major bugs fixed: map content data/visual discrepancies resolved through asset augmentation. Overall impact and accomplishments: enhanced asset fidelity, more stable demo/production visuals, and a cleaner asset pipeline that enables faster iteration and more reliable builds. Technologies and skills demonstrated: 3D asset management lifecycle, materials integration, mesh/level refinements, asset pipeline improvements, and Git-based version control with cross-team collaboration.
May 2025 Performance Summary for Alexandre-Coppens/Greek_Platformer: Delivered two key features and advanced QA readiness. Coin UI Visual Assets added in-game UI for Coin and Secret Coin, enabling clear visual representation and interaction; linked to commit 2d7d404fe974814cd4ee1b245c392c6fd24cfce0 (Implemented UI). Vineyard Scene Test Assets and Level Map Updates introduced test assets and updated level maps to facilitate integration and QA testing; linked to commit dc9cec9e530112350f9142d8641803be26874cf6 (Added Test backgrounds). No major bugs fixed this month; focus remained on UI polish and asset QA readiness. Impact: enhanced UI fidelity for coin interactions, improved test coverage, and faster integration for upcoming releases. Technologies/skills demonstrated: UI/UX design for game HUD, asset pipelines, level-map integration, and commit-based traceability.
May 2025 Performance Summary for Alexandre-Coppens/Greek_Platformer: Delivered two key features and advanced QA readiness. Coin UI Visual Assets added in-game UI for Coin and Secret Coin, enabling clear visual representation and interaction; linked to commit 2d7d404fe974814cd4ee1b245c392c6fd24cfce0 (Implemented UI). Vineyard Scene Test Assets and Level Map Updates introduced test assets and updated level maps to facilitate integration and QA testing; linked to commit dc9cec9e530112350f9142d8641803be26874cf6 (Added Test backgrounds). No major bugs fixed this month; focus remained on UI polish and asset QA readiness. Impact: enhanced UI fidelity for coin interactions, improved test coverage, and faster integration for upcoming releases. Technologies/skills demonstrated: UI/UX design for game HUD, asset pipelines, level-map integration, and commit-based traceability.
March 2025 (2025-03) performance summary: Delivered a substantial Engine Asset Library expansion and scene lighting implementation for the LevelBuildingSpace project. Key feature delivered: end-to-end import and integration of engine assets (art assets, maps, materials) with lighting configurations for Engine and Engine room environments (Zoe and Cog assets). No major bugs reported; minor import/configuration issues were resolved as part of the asset consolidation. Overall impact: established a scalable asset workflow that accelerates future scene assembly, improves visual fidelity, and provides a reproducible asset trail across environments. Technologies/skills demonstrated: asset import automation, scene lighting design, materials application, BlockOut refinement, and disciplined version control with clear commit history documenting asset integration and material finalization.
March 2025 (2025-03) performance summary: Delivered a substantial Engine Asset Library expansion and scene lighting implementation for the LevelBuildingSpace project. Key feature delivered: end-to-end import and integration of engine assets (art assets, maps, materials) with lighting configurations for Engine and Engine room environments (Zoe and Cog assets). No major bugs reported; minor import/configuration issues were resolved as part of the asset consolidation. Overall impact: established a scalable asset workflow that accelerates future scene assembly, improves visual fidelity, and provides a reproducible asset trail across environments. Technologies/skills demonstrated: asset import automation, scene lighting design, materials application, BlockOut refinement, and disciplined version control with clear commit history documenting asset integration and material finalization.
December 2024 (ARTFX-M2Games-Excalibur): Focused on visual polish, animation integration, and asset pipelines to boost player immersion and development efficiency. Key features delivered: - UI and Visual Assets Expansion: Added UI, VFX, and props assets; introduced new spritesheets and level Zoe scene setup to improve visuals and UI. Commits: b1dbb0604c84519653682300be4d0c99c1eaf800; b7cf2962e06ab63ffbe326595486e64145b8c09e - Sword Asset Integration into Combat Animations: Introduced sword asset and integrated it into character animations (Get Sword and Attack 2); updated scenes to reflect weapon presence. Commits: af666eebf8fa26b7598c357b6345439127e0f794; 6c08818ab2c8af67f5e2f3ed7d0b6e21f759a5b5 - Relic Animations and VFX: Created new animation controllers and clips to animate relics (merlin head, hand, heart) with visual effects. Commit: fbf12baf583ade0db3b50c571b1884554d0c7677
December 2024 (ARTFX-M2Games-Excalibur): Focused on visual polish, animation integration, and asset pipelines to boost player immersion and development efficiency. Key features delivered: - UI and Visual Assets Expansion: Added UI, VFX, and props assets; introduced new spritesheets and level Zoe scene setup to improve visuals and UI. Commits: b1dbb0604c84519653682300be4d0c99c1eaf800; b7cf2962e06ab63ffbe326595486e64145b8c09e - Sword Asset Integration into Combat Animations: Introduced sword asset and integrated it into character animations (Get Sword and Attack 2); updated scenes to reflect weapon presence. Commits: af666eebf8fa26b7598c357b6345439127e0f794; 6c08818ab2c8af67f5e2f3ed7d0b6e21f759a5b5 - Relic Animations and VFX: Created new animation controllers and clips to animate relics (merlin head, hand, heart) with visual effects. Commit: fbf12baf583ade0db3b50c571b1884554d0c7677
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