
Andrea Godard developed and integrated a range of game assets and features across multiple repositories, including Alexandre-Coppens/Greek_Platformer and JoaBories/WS_Chair. She created and managed 2D and 3D assets, such as character animations, environmental props, and visual effects, using Unity and Unreal Engine. Her work included asset pipeline improvements, level design enhancements, and the implementation of save systems to support persistent gameplay. By leveraging C#, material creation, and asset management skills, Andrea addressed both visual fidelity and workflow efficiency, delivering maintainable solutions that improved rendering, asset organization, and player experience across diverse game environments and collaborative projects.

Month: 2025-10 — JoaBories/WS_Chair. Summary: Delivered major visual and persistence improvements for the library environment and chair assets, with a scalable asset pipeline for future updates. Impact: enhanced user immersion through expanded 3D assets, updated level maps, and reliable level state saving, enabling longer play sessions and smoother playtests. Technologies/skills demonstrated: 3D asset integration, materials management, level save system, asset data governance, and cross-repo collaboration.
Month: 2025-10 — JoaBories/WS_Chair. Summary: Delivered major visual and persistence improvements for the library environment and chair assets, with a scalable asset pipeline for future updates. Impact: enhanced user immersion through expanded 3D assets, updated level maps, and reliable level state saving, enabling longer play sessions and smoother playtests. Technologies/skills demonstrated: 3D asset integration, materials management, level save system, asset data governance, and cross-repo collaboration.
June 2025 monthly work summary for Alexandre-Coppens/Greek_Platformer focusing on business value and technical achievements. This period centered on enriching the game's level aesthetics through asset/data integration and documenting changes for traceability.
June 2025 monthly work summary for Alexandre-Coppens/Greek_Platformer focusing on business value and technical achievements. This period centered on enriching the game's level aesthetics through asset/data integration and documenting changes for traceability.
Summary for 2025-05: Implemented a New Tree Asset Pack for Greek_Platformer, including Cypress, Olive, and Vine assets (materials, static meshes, textures) and updated configuration to support Vulkan shader formats to enhance rendering options and visual variety. Fixed Vine Tree Asset Size via binary asset changes to ensure accurate visuals, addressing rendering accuracy and consistency. These changes increased asset diversity, improved rendering fidelity on Vulkan-enabled platforms, and strengthened production readiness for upcoming releases.
Summary for 2025-05: Implemented a New Tree Asset Pack for Greek_Platformer, including Cypress, Olive, and Vine assets (materials, static meshes, textures) and updated configuration to support Vulkan shader formats to enhance rendering options and visual variety. Fixed Vine Tree Asset Size via binary asset changes to ensure accurate visuals, addressing rendering accuracy and consistency. These changes increased asset diversity, improved rendering fidelity on Vulkan-enabled platforms, and strengthened production readiness for upcoming releases.
March 2025 monthly summary for the LevelBuildingSpace project. Key deliverable: Cafeteria Asset Pack Expansion and Cleanup. Expanded the asset library with new 3D assets (benches, chairs, mugs, tables, napkins) and related textures/materials, plus cleanup/restructuring of cafeteria materials/assets to improve organization and maintainability. Result: faster level design workflows, more consistent visuals, and a cleaner asset pipeline for cafeteria scenes.
March 2025 monthly summary for the LevelBuildingSpace project. Key deliverable: Cafeteria Asset Pack Expansion and Cleanup. Expanded the asset library with new 3D assets (benches, chairs, mugs, tables, napkins) and related textures/materials, plus cleanup/restructuring of cafeteria materials/assets to improve organization and maintainability. Result: faster level design workflows, more consistent visuals, and a cleaner asset pipeline for cafeteria scenes.
December 2024: Delivered a cohesive animation and art upgrade for ARTFX-M2Games-Excalibur across Sorcerer, Arthur, and Alistair, plus a new moving-platform VFX. Implemented idle, magic, and laugh animations for Sorcerer with new spritesheets and environment tiles; added Arthur idle assets; introduced Alistair attack/throw/walk animations with refined curves and testing scenes; shipped a moving platform VFX with spawn, velocity, and lifetime, integrated into scenes. This work enhances character fidelity, accelerates level design, and strengthens the animation pipeline.
December 2024: Delivered a cohesive animation and art upgrade for ARTFX-M2Games-Excalibur across Sorcerer, Arthur, and Alistair, plus a new moving-platform VFX. Implemented idle, magic, and laugh animations for Sorcerer with new spritesheets and environment tiles; added Arthur idle assets; introduced Alistair attack/throw/walk animations with refined curves and testing scenes; shipped a moving platform VFX with spawn, velocity, and lifetime, integrated into scenes. This work enhances character fidelity, accelerates level design, and strengthens the animation pipeline.
Overview of all repositories you've contributed to across your timeline