
Contributed to the Prophecy-of-Ash repository by delivering six features over three months, focusing on UI/UX, gameplay systems, and player experience. Developed a cohesive HUD and menu system using Unreal Engine, Blueprint scripting, and C++, integrating character stats, input mapping, and scalable UI frameworks. Implemented a data-driven dialogue system supporting NPC interactions and quest progression, while establishing core gameplay loops and asset pipelines. Added a Compass Bar UI to enhance player navigation, utilizing UMG and custom materials. Maintained clean version control practices and commit hygiene throughout. The work emphasized modular design, asset management, and robust technical architecture without introducing bugs.
Monthly summary for 2025-07: Delivered the Compass Bar UI feature for Prophecy-of-Ash with initial assets, UI integration, and HUD support to provide a navigational aid to players. Known limitation: Compass rotation with the camera is not implemented yet. Impact: improves player orientation and exploration, supports onboarding, and reduces time to locate objectives. Next steps include implementing camera-aligned rotation, refining visuals, and expanding cartography tools. Technologies/skills demonstrated: Unreal Engine UI (UMG), Blueprint widgets, Materials/Textures, HUD integration, asset pipeline, and version-control hygiene.
Monthly summary for 2025-07: Delivered the Compass Bar UI feature for Prophecy-of-Ash with initial assets, UI integration, and HUD support to provide a navigational aid to players. Known limitation: Compass rotation with the camera is not implemented yet. Impact: improves player orientation and exploration, supports onboarding, and reduces time to locate objectives. Next steps include implementing camera-aligned rotation, refining visuals, and expanding cartography tools. Technologies/skills demonstrated: Unreal Engine UI (UMG), Blueprint widgets, Materials/Textures, HUD integration, asset pipeline, and version-control hygiene.
Monthly summary for 2025-05 focusing on the Prophecy-of-Ash repo. Highlights include Pause Menu System UI/input enhancements and a bug fix; Dialogue System Overhaul with data-driven architecture; Core Gameplay and Quest System foundation; FMOD plugin updates. Emphasizes business value, user experience improvements, and robust technical architecture.
Monthly summary for 2025-05 focusing on the Prophecy-of-Ash repo. Highlights include Pause Menu System UI/input enhancements and a bug fix; Dialogue System Overhaul with data-driven architecture; Core Gameplay and Quest System foundation; FMOD plugin updates. Emphasizes business value, user experience improvements, and robust technical architecture.
April 2025 — Prophecy-of-Ash UI/UX overhaul: Delivered a cohesive UI refresh across the HUD and core menus, integrated a UI framework, and refined input mappings. Implemented a HUD with character stats and player data, Start/Main/Pause menus, new UI assets, and an ExitGame button. Input mappings were aligned with standard keyboard controls (Pause mapped to Escape). This update establishes a scalable foundation for richer options, settings, and analytics-driven features, improving onboarding, navigation, and player retention.
April 2025 — Prophecy-of-Ash UI/UX overhaul: Delivered a cohesive UI refresh across the HUD and core menus, integrated a UI framework, and refined input mappings. Implemented a HUD with character stats and player data, Start/Main/Pause menus, new UI assets, and an ExitGame button. Input mappings were aligned with standard keyboard controls (Pause mapped to Escape). This update establishes a scalable foundation for richer options, settings, and analytics-driven features, improving onboarding, navigation, and player retention.

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