
Adrien Leruste developed and integrated a range of environment and character assets across projects such as Alexandre-Coppens/Greek_Platformer and JoaBories/WS_Chair, focusing on visual fidelity and asset pipeline efficiency. He enhanced procedural generation and level design by introducing configurable blueprints and resolving geometry issues using Unreal Engine and Houdini Engine. Adrien delivered new 2D and 3D animation assets, improved sprite sheet slicing, and managed asset integration to support richer gameplay and UI experiences. His work included refining material application and lighting, ensuring reliable asset deployment, and enabling faster iteration cycles, resulting in more immersive and maintainable game environments and features.

October 2025 (2025-10) Monthly Summary for JoaBories/WS_Chair: Delivered a visual fidelity uplift for the Veteran Room through a dedicated Asset Pack and targeted mesh fixes. The work provides ready-to-use assets and materials for the Veteran Room environment, improving visual consistency, asset pipeline efficiency, and reliability for production iterations.
October 2025 (2025-10) Monthly Summary for JoaBories/WS_Chair: Delivered a visual fidelity uplift for the Veteran Room through a dedicated Asset Pack and targeted mesh fixes. The work provides ready-to-use assets and materials for the Veteran Room environment, improving visual consistency, asset pipeline efficiency, and reliability for production iterations.
June 2025 performance highlights for Alexandre-Coppens/Greek_Platformer. Delivered two major features to improve procedural generation and visuals, and resolved two critical geometry issues to ensure reliable gameplay start. The work enhances configurability, visual fidelity, and level reliability, enabling faster iteration and a clearer path to player engagement and retention.
June 2025 performance highlights for Alexandre-Coppens/Greek_Platformer. Delivered two major features to improve procedural generation and visuals, and resolved two critical geometry issues to ensure reliable gameplay start. The work enhances configurability, visual fidelity, and level reliability, enabling faster iteration and a clearer path to player engagement and retention.
May 2025 monthly summary for Alexandre-Coppens/Greek_Platformer focused on asset quality and visual fidelity. Delivered a Vineyard Visual Asset Pack and Level Assets for Level1_Adrien to enhance vineyard and cavern visuals. No gameplay code changes were required; this was an asset-only update that enables faster iteration and higher-quality environments. This work lays groundwork for richer scenes and future feature integration.
May 2025 monthly summary for Alexandre-Coppens/Greek_Platformer focused on asset quality and visual fidelity. Delivered a Vineyard Visual Asset Pack and Level Assets for Level1_Adrien to enhance vineyard and cavern visuals. No gameplay code changes were required; this was an asset-only update that enables faster iteration and higher-quality environments. This work lays groundwork for richer scenes and future feature integration.
March 2025: Delivered end-to-end Corridor Environment and Door System Enhancements for paul-janicot/LevelBuildingSpace. This included corridor placement blockouts, textures, lighting, door modules, boolean logic, and decorative assets, with procedural support for corridors. The work spanned blueprint integration and asset pipeline improvements, improving realism, navigation reliability, and maintenance. Notable commits tracked the progression from initial blockouts to textures, blueprints, lighting, doors, booleans, decor, and final refinements, e.g., 471d5d32e9c8687b2f73acc5479e433845ca6764 (Corridors Placement Blockout), 1934c5c50b3fa16972fec173a4820e9c8a9f0e98 (Textures Rework), 635b5eea3783514e64c22853c7fc6bcdc3f38314 (Blueprints), 16cd0177f7d7ef485a827aa30d293605f79a3b6e (Lights adjustment and door module creation), f5a2a195f7f0eca48319e901d27d2d35a67256e7 (Corridors adjustments, door frames and collisions), 9872e924f68d315a23de39533c329519ce604589 (Doors adjustments), aa2fd2ac4efb84a8430a6d5ab063fc1cf80d9697 (Booleans for corridor doors), 772e0ccf44611ba81dc0e0e0a1d1194ce38e3bab (Booleans for Storage room and door clean up), bfdc56112be49de9b43e9cc3b576e534b2746a2d (fixing the door frames' booleans), fe038866b2486890830fa3635c57c6083dc9e5df (Corridor decoration), 126b9204d3be7668a60d4dd1a8256d2d539b0062 (Corridors decoration), e019babf27a6e8967c358f0a4ce8c5a5fff626f1 (Corridors decoration), 4eebb5c6cafaf2e6fb45a3622eda12414c799a53 (Corridors adjustmentss), 9a50bfe08eb7d9c487e048ab8c07df6aad798148 (last minute adjustmentsss).
March 2025: Delivered end-to-end Corridor Environment and Door System Enhancements for paul-janicot/LevelBuildingSpace. This included corridor placement blockouts, textures, lighting, door modules, boolean logic, and decorative assets, with procedural support for corridors. The work spanned blueprint integration and asset pipeline improvements, improving realism, navigation reliability, and maintenance. Notable commits tracked the progression from initial blockouts to textures, blueprints, lighting, doors, booleans, decor, and final refinements, e.g., 471d5d32e9c8687b2f73acc5479e433845ca6764 (Corridors Placement Blockout), 1934c5c50b3fa16972fec173a4820e9c8a9f0e98 (Textures Rework), 635b5eea3783514e64c22853c7fc6bcdc3f38314 (Blueprints), 16cd0177f7d7ef485a827aa30d293605f79a3b6e (Lights adjustment and door module creation), f5a2a195f7f0eca48319e901d27d2d35a67256e7 (Corridors adjustments, door frames and collisions), 9872e924f68d315a23de39533c329519ce604589 (Doors adjustments), aa2fd2ac4efb84a8430a6d5ab063fc1cf80d9697 (Booleans for corridor doors), 772e0ccf44611ba81dc0e0e0a1d1194ce38e3bab (Booleans for Storage room and door clean up), bfdc56112be49de9b43e9cc3b576e534b2746a2d (fixing the door frames' booleans), fe038866b2486890830fa3635c57c6083dc9e5df (Corridor decoration), 126b9204d3be7668a60d4dd1a8256d2d539b0062 (Corridors decoration), e019babf27a6e8967c358f0a4ce8c5a5fff626f1 (Corridors decoration), 4eebb5c6cafaf2e6fb45a3622eda12414c799a53 (Corridors adjustmentss), 9a50bfe08eb7d9c487e048ab8c07df6aad798148 (last minute adjustmentsss).
December 2024 performance summary: Delivered major asset expansion for ARTFX-M2Games-Excalibur, introducing new character animation assets for AlisterRough and Alister, animation assets for Lady of the Lake, and a new title screen. This work enhances visual fidelity, enables richer character motion, and improves onboarding/UI polish. No major bugs fixed this month. Commits associated with delivery: 'Animation + Slicing' and 'Lady of the Lake + New Alister Animations'.
December 2024 performance summary: Delivered major asset expansion for ARTFX-M2Games-Excalibur, introducing new character animation assets for AlisterRough and Alister, animation assets for Lady of the Lake, and a new title screen. This work enhances visual fidelity, enables richer character motion, and improves onboarding/UI polish. No major bugs fixed this month. Commits associated with delivery: 'Animation + Slicing' and 'Lady of the Lake + New Alister Animations'.
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