
Alirie Gray developed and refined core gameplay systems for the Liamschoolprogramming/Game-Tech-2 repository over five months, delivering features such as a modular crafting system, dynamic enemy AI, and a unified save/load architecture. Using Unreal Engine Blueprints and INI scripting, Alirie integrated 3D modeling, animation, and asset management to streamline the asset pipeline and improve iteration speed. The work included UI/UX redesigns, event-driven architecture, and level design enhancements that improved player onboarding and system reliability. By addressing both feature development and bug fixing, Alirie established a maintainable codebase, enabling faster feature delivery and supporting a richer, more stable gameplay experience.

December 2025 focused on delivering high-impact features, refining player onboarding, and stabilizing core interactions across the Game-Tech-2 repository. The work emphasized visual polish, UX improvements, and level design to drive better user engagement and faster time-to-value for players.
December 2025 focused on delivering high-impact features, refining player onboarding, and stabilizing core interactions across the Game-Tech-2 repository. The work emphasized visual polish, UX improvements, and level design to drive better user engagement and faster time-to-value for players.
November 2025: Delivered a major engineering sprint focused on overhauling the crafting system, enhancing core gameplay, and stabilizing systems. Key initiatives included a comprehensive UI refactor, crafting machine updates, hotbar-based construction, improved objective tracking, and hazard integration. Targeted bug fixes and refactors reduced friction and improved reliability, enabling faster feature delivery and a better player experience.
November 2025: Delivered a major engineering sprint focused on overhauling the crafting system, enhancing core gameplay, and stabilizing systems. Key initiatives included a comprehensive UI refactor, crafting machine updates, hotbar-based construction, improved objective tracking, and hazard integration. Targeted bug fixes and refactors reduced friction and improved reliability, enabling faster feature delivery and a better player experience.
October 2025 Monthly Summary for Liamschoolprogramming/Game-Tech-2. Focused delivery across gameplay features, system architecture, and enemy diversity with a clear path for future expansion. Key features delivered: - Teleporter Crafting and Placement: adds blueprint assets, crafting recipes, integration updates for player and robot stations, and a UI icon. Commits: db7b4e073e1dbaf6f3a728b31104a97d155af0a8. - Save/Load System Overhaul: unified save/load system with new data structures and refactoring across enemies, machines, objectives, and UI; removal of the old save manager. Commits: 76b984bc6be3986df827ffcfaa8a4ac643667269; e7e81f2c89e09798c9ba2dddc408722a1f83d538. - Crafting System Refactor: introduces a new base class for crafting machines and updates related assets to align with the new structure. Commit: 92083b85d1fd4b236f937105031c4fc1c0239217. - Crafting Widget Bug Fix: fixes a bug affecting core crafting machine and UI components. Commit: 8399bbbecac6ae95404389a2f43895aa588c180d. - Flying Enemy Integration: adds basic, flying, and strong enemy types with full system integration (animation blueprints, assets, spawn points, and related UI). Commits: 17c4c08b7318fe61b6649437cfd608fe42f04fb5; 77ec661b0deeda167b7fc9e2e88a318ff36a6d89. Major bugs fixed: - Crafting Widget stability issue resolved, improving reliability of crafting flows and UI interactions. Overall impact and accomplishments: - Strengthened game loop with new teleportation capabilities and robust crafting flows, improving player engagement and progression pacing. - Established a scalable architecture for crafting and saves, reducing technical debt and enabling faster feature iteration. - Expanded gameplay depth with new enemy types and integrated behaviors, expanding content opportunities and user challenge variety. Technologies and skills demonstrated: - Systems design and refactoring (base class for crafting machines, unified save/load data models). - Asset pipelines and UI integration (blueprints/assets, iconography, UI/UX consistency). - Gameplay programming and AI integration (new enemy types, spawn logic, animation blueprints). - Cross-cutting collaboration and release discipline via incremental commits and feature branches.
October 2025 Monthly Summary for Liamschoolprogramming/Game-Tech-2. Focused delivery across gameplay features, system architecture, and enemy diversity with a clear path for future expansion. Key features delivered: - Teleporter Crafting and Placement: adds blueprint assets, crafting recipes, integration updates for player and robot stations, and a UI icon. Commits: db7b4e073e1dbaf6f3a728b31104a97d155af0a8. - Save/Load System Overhaul: unified save/load system with new data structures and refactoring across enemies, machines, objectives, and UI; removal of the old save manager. Commits: 76b984bc6be3986df827ffcfaa8a4ac643667269; e7e81f2c89e09798c9ba2dddc408722a1f83d538. - Crafting System Refactor: introduces a new base class for crafting machines and updates related assets to align with the new structure. Commit: 92083b85d1fd4b236f937105031c4fc1c0239217. - Crafting Widget Bug Fix: fixes a bug affecting core crafting machine and UI components. Commit: 8399bbbecac6ae95404389a2f43895aa588c180d. - Flying Enemy Integration: adds basic, flying, and strong enemy types with full system integration (animation blueprints, assets, spawn points, and related UI). Commits: 17c4c08b7318fe61b6649437cfd608fe42f04fb5; 77ec661b0deeda167b7fc9e2e88a318ff36a6d89. Major bugs fixed: - Crafting Widget stability issue resolved, improving reliability of crafting flows and UI interactions. Overall impact and accomplishments: - Strengthened game loop with new teleportation capabilities and robust crafting flows, improving player engagement and progression pacing. - Established a scalable architecture for crafting and saves, reducing technical debt and enabling faster feature iteration. - Expanded gameplay depth with new enemy types and integrated behaviors, expanding content opportunities and user challenge variety. Technologies and skills demonstrated: - Systems design and refactoring (base class for crafting machines, unified save/load data models). - Asset pipelines and UI integration (blueprints/assets, iconography, UI/UX consistency). - Gameplay programming and AI integration (new enemy types, spawn logic, animation blueprints). - Cross-cutting collaboration and release discipline via incremental commits and feature branches.
September 2025 monthly summary for Liamschoolprogramming/Game-Tech-2: Delivered a focused set of core system improvements and UI polish that enhance the gameplay loop, stability, and developer velocity. Key features delivered include a revamped Robot subsystem with enhancements and fixes, a refactored recipe structure with refinery capability, an observer interface and level event management, enemy projectile and targeting mechanics, and a consolidated UI overhaul for crafting, inventory, and build menus. A broad set of bug fixes stabilized core interactions (inventory, placing machines, respawn logic, and robot/machine interactions) and supported a more reliable gameplay loop. The work established an event-driven architecture and UI reliability improvements, contributing to a more maintainable codebase and richer player experience. Technologies/skills demonstrated include Unreal Engine Blueprint scripting and C++ components, observer pattern and level event-driven design, UI/UX refinements, and modular refactoring of recipes, robotics, and crafting systems. Business value: improved reliability, richer feature set, faster iteration cycles, and a clearer roadmap for future sprints.
September 2025 monthly summary for Liamschoolprogramming/Game-Tech-2: Delivered a focused set of core system improvements and UI polish that enhance the gameplay loop, stability, and developer velocity. Key features delivered include a revamped Robot subsystem with enhancements and fixes, a refactored recipe structure with refinery capability, an observer interface and level event management, enemy projectile and targeting mechanics, and a consolidated UI overhaul for crafting, inventory, and build menus. A broad set of bug fixes stabilized core interactions (inventory, placing machines, respawn logic, and robot/machine interactions) and supported a more reliable gameplay loop. The work established an event-driven architecture and UI reliability improvements, contributing to a more maintainable codebase and richer player experience. Technologies/skills demonstrated include Unreal Engine Blueprint scripting and C++ components, observer pattern and level event-driven design, UI/UX refinements, and modular refactoring of recipes, robotics, and crafting systems. Business value: improved reliability, richer feature set, faster iteration cycles, and a clearer roadmap for future sprints.
August 2025 monthly wrap-up for Liamschoolprogramming/Game-Tech-2. Delivered core gameplay system enhancements, energy calculations, and asset/editor optimizations that improve player experience and development velocity. Key features added: crafting system and engine core enhancements, energy calculation via binary asset data, and dynamic enemy waves with retreat mechanics. Asset cleanup and editor configuration updates reduced asset bloat and streamlined the asset pipeline, stabilizing the project for faster iteration. Together, these changes enable richer gameplay, more deterministic performance, and a maintainable codebase for future features.
August 2025 monthly wrap-up for Liamschoolprogramming/Game-Tech-2. Delivered core gameplay system enhancements, energy calculations, and asset/editor optimizations that improve player experience and development velocity. Key features added: crafting system and engine core enhancements, energy calculation via binary asset data, and dynamic enemy waves with retreat mechanics. Asset cleanup and editor configuration updates reduced asset bloat and streamlined the asset pipeline, stabilizing the project for faster iteration. Together, these changes enable richer gameplay, more deterministic performance, and a maintainable codebase for future features.
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