
Cameron Hall developed the foundational wind and fan mechanic for the TimeHavenGames repository, establishing a reusable framework for wind-based gameplay. Using Blueprint Scripting and Unreal Engine, Cameron created the BP_Fan blueprint asset and a new level map, NewWorld.umap, while adjusting editor settings to support scalable testing with multiple instances. The work involved iterative blueprint testing and the addition of movement-related logging to validate interactions between the fan and character. By refactoring fan integration to utilize the new Timeslow blueprint, Cameron enabled future feature expansion and environmental dynamics, demonstrating depth in asset design and a methodical approach to gameplay system groundwork.

In 2024-11, delivered foundational wind/fan mechanic groundwork for TimeHavenGames, enabling wind-based gameplay groundwork for future features. Implemented BP_Fan blueprint asset and a new level map (NewWorld.umap), with editor settings adjusted to support multiple instances to facilitate scalable testing. Completed iterative blueprint testing and added movement-related logging to validate interactions between the fan and character. This work establishes a reusable blueprint and asset framework, setting the stage for environmental dynamics, player immersion, and subsequent feature expansion.
In 2024-11, delivered foundational wind/fan mechanic groundwork for TimeHavenGames, enabling wind-based gameplay groundwork for future features. Implemented BP_Fan blueprint asset and a new level map (NewWorld.umap), with editor settings adjusted to support multiple instances to facilitate scalable testing. Completed iterative blueprint testing and added movement-related logging to validate interactions between the fan and character. This work establishes a reusable blueprint and asset framework, setting the stage for environmental dynamics, player immersion, and subsequent feature expansion.
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