
Benjamin Lane contributed to the Liammwy/TimeHavenGames repository by developing and refining core gameplay systems, including dynamic jump mechanics, modular player abilities, and a robust save system. He used C++, Unreal Engine, and Blueprint scripting to implement features such as variable jump controls, breakable block assets, and a UI-integrated save system with debugging tools. His work addressed gameplay stability, improved editor workflows, and enhanced player experience through cutscene transitions and audio event handling. By focusing on maintainable code and thorough testing, Benjamin delivered solutions that streamlined level design, reduced post-release fixes, and supported faster iteration cycles for both developers and testers.

April 2025 (Liammwy/TimeHavenGames) focused on stabilizing core gameplay systems, expanding Save functionality, and refining cutscenes, visuals, and audio while improving tooling and project health. The work delivers clear business value: more reliable saves, faster QA cycles, smoother player experiences, and a more maintainable project baseline with reduced post-release fixes.
April 2025 (Liammwy/TimeHavenGames) focused on stabilizing core gameplay systems, expanding Save functionality, and refining cutscenes, visuals, and audio while improving tooling and project health. The work delivers clear business value: more reliable saves, faster QA cycles, smoother player experiences, and a more maintainable project baseline with reduced post-release fixes.
December 2024 performance summary for Liammwy/TimeHavenGames: Focused on expanding core player capabilities, asset integration, and stability improvements to enhance gameplay and design workflows. Delivered a formal player abilities expansion, introduced a modular blueprint-based approach for abilities, and integrated a new Breakable Block asset alongside targeted stability fixes.
December 2024 performance summary for Liammwy/TimeHavenGames: Focused on expanding core player capabilities, asset integration, and stability improvements to enhance gameplay and design workflows. Delivered a formal player abilities expansion, introduced a modular blueprint-based approach for abilities, and integrated a new Breakable Block asset alongside targeted stability fixes.
November 2024 – Liammwy/TimeHavenGames: focused on refining core controls and accelerating editor-level testing. Implemented dynamic jump mechanics with extensive testing logs and enhanced editor workflow for faster level iteration. No critical bugs were reported; primary achievements centered on gameplay feel and testing throughput.
November 2024 – Liammwy/TimeHavenGames: focused on refining core controls and accelerating editor-level testing. Implemented dynamic jump mechanics with extensive testing logs and enhanced editor workflow for faster level iteration. No critical bugs were reported; primary achievements centered on gameplay feel and testing throughput.
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