
Agata Janicka contributed to multiple game development repositories, including Alexandre-Coppens/Greek_Platformer and JoaBories/WS_Chair, focusing on 3D asset integration, level design, and environment art. She delivered new character asset packs, refined level geometry, and improved visual fidelity by updating materials, textures, and lighting. Using Unreal Engine and Unity, Agata managed asset pipelines, prepared cross-branch integrations to minimize merge conflicts, and implemented automated workflows for asset readiness. Her work included bug fixes for rendering consistency and established scalable content pipelines, demonstrating depth in asset management and scene organization. These contributions enabled faster iteration and enhanced player experience across projects.

October 2025 monthly performance summary for JoaBories/WS_Chair. This period focused on delivering asset creation and level visuals enhancements, stabilizing rendering, and strengthening the asset pipeline to enable content workflows and future chair assets. Key outcomes include new Mouth-Chair and Closet assets with textures and updated meshes, level visuals improvements with post-processing and lighting refinements, a post-processing bug fix to ensure rendering consistency, and groundwork for scalable content pipelines for upcoming chairs.
October 2025 monthly performance summary for JoaBories/WS_Chair. This period focused on delivering asset creation and level visuals enhancements, stabilizing rendering, and strengthening the asset pipeline to enable content workflows and future chair assets. Key outcomes include new Mouth-Chair and Closet assets with textures and updated meshes, level visuals improvements with post-processing and lighting refinements, a post-processing bug fix to ensure rendering consistency, and groundwork for scalable content pipelines for upcoming chairs.
June 2025 — Delivered major asset and level polish for Alexandre-Coppens/Greek_Platformer. Key outcomes include a Typhon Character Asset Pack with skeletal meshes, materials, and blueprints for Typh1, Typh2lay, and Typh3Tilt (assets organized under Content/Artists/Assets/Chracter/Typhons) and Olympus level design improvements with refined geometry and updated stairs to improve navigation and visual fidelity; changes are asset/content-level (no code). These deliverables enable faster asset integration, improved player experience, and higher quality visuals.
June 2025 — Delivered major asset and level polish for Alexandre-Coppens/Greek_Platformer. Key outcomes include a Typhon Character Asset Pack with skeletal meshes, materials, and blueprints for Typh1, Typh2lay, and Typh3Tilt (assets organized under Content/Artists/Assets/Chracter/Typhons) and Olympus level design improvements with refined geometry and updated stairs to improve navigation and visual fidelity; changes are asset/content-level (no code). These deliverables enable faster asset integration, improved player experience, and higher quality visuals.
May 2025: Delivered cross-branch asset integration preparation for Greek_Platformer to support the Nox vs origin/Joa merge. This included stashing and updating binary game asset files (animations, materials, textures, and level maps) to ensure asset readiness and minimize merge conflicts. Implemented an automated pre-merge stash commit to streamline future merges and reduce rework. The work enhances readiness for the upcoming merge, reduces risk in asset pipelines, and demonstrates strong version control and asset management practices.
May 2025: Delivered cross-branch asset integration preparation for Greek_Platformer to support the Nox vs origin/Joa merge. This included stashing and updating binary game asset files (animations, materials, textures, and level maps) to ensure asset readiness and minimize merge conflicts. Implemented an automated pre-merge stash commit to streamline future merges and reduce rework. The work enhances readiness for the upcoming merge, reduces risk in asset pipelines, and demonstrates strong version control and asset management practices.
March 2025 performance summary for LevelBuildingSpace: Focused on expanding the engine content and leveling design to accelerate level authoring, improve visual fidelity, and support future iterations. The work delivered a substantial content expansion across engine room, silo areas, and Zoe’s space, with improvements to maps, lighting, and asset integration.
March 2025 performance summary for LevelBuildingSpace: Focused on expanding the engine content and leveling design to accelerate level authoring, improve visual fidelity, and support future iterations. The work delivered a substantial content expansion across engine room, silo areas, and Zoe’s space, with improvements to maps, lighting, and asset integration.
December 2024 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur. Focused on delivering key features, stabilizing visuals, and ensuring reliable asset loading to enhance player experience and reduce post-release support.
December 2024 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur. Focused on delivering key features, stabilizing visuals, and ensuring reliable asset loading to enhance player experience and reduce post-release support.
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