
Cassidy Murray contributed to the Humber-Game-Production/GAME259_2025_Winter_B repository by building and refining core game systems, focusing on asset integration, level design, and visual fidelity. Over three months, Cassidy developed new levels, enhanced enemy visuals, and stabilized the Unreal Editor workflow, using Blueprint scripting and C++ to streamline asset pipelines and debugging processes. She implemented features such as HDRI lighting, multiplayer support, and modular asset management, while resolving issues related to Git integration and performance optimization. Her work demonstrated depth in Unreal Engine development, balancing technical improvements with maintainable code and consistent art direction to support rapid iteration and production readiness.

April 2025 performance summary for Humber-Game-Production/GAME259_2025_Winter_B. The work focused on visual fidelity, multiplayer readiness, and stability across Level 1, with a strong emphasis on maintaining and improving performance. Key visuals were enhanced through HDRI and cubemap undertakings, complemented by the reintroduction and stabilization of water rendering and HDRI in the scene. A new belt interaction system was added, and 4-player support was enabled in Level 1 to improve multiplayer readiness. Chain systems received both stability fixes and visual variation, supported by updated lighting and reduced clutter through skylights cleanup. Difhodhi integration was introduced to broaden feature scope. A performance-oriented code optimization pass was attempted and later reverted to preserve stability, with ongoing frame-rate investigation to identify root causes. Overall, these efforts increased immersion, multiplayer viability, and maintainable code quality.
April 2025 performance summary for Humber-Game-Production/GAME259_2025_Winter_B. The work focused on visual fidelity, multiplayer readiness, and stability across Level 1, with a strong emphasis on maintaining and improving performance. Key visuals were enhanced through HDRI and cubemap undertakings, complemented by the reintroduction and stabilization of water rendering and HDRI in the scene. A new belt interaction system was added, and 4-player support was enabled in Level 1 to improve multiplayer readiness. Chain systems received both stability fixes and visual variation, supported by updated lighting and reduced clutter through skylights cleanup. Difhodhi integration was introduced to broaden feature scope. A performance-oriented code optimization pass was attempted and later reverted to preserve stability, with ongoing frame-rate investigation to identify root causes. Overall, these efforts increased immersion, multiplayer viability, and maintainable code quality.
March 2025 performance summary for Humber-Game-Production/GAME259_2025_Winter_B: Delivered a comprehensive set of asset-management, level-design, and visual fidelity improvements that streamline iteration, improve data integrity, and enhance production readiness. Key feature work includes External Actors Management; Meshes and Asset Import with updated level references; Content Organization and Level Cleanup; Level/Ladder Tweaks; Lighthouse asset integration and mesh/textures consolidation; HDRI environment integration; and Path markers with level post-process refinements. Major bugs fixed include correction of corrupted asset metadata, stabilization of Git push workflows, ensuring material instantiation is applied, lighthouse-related fixes, and addressing placeholder-driven issues. The work yields cleaner project structure, more reliable asset pipelines, faster iteration cycles, and richer visuals, enabling faster delivery of playable builds and more consistent art direction. Technologies/skills demonstrated: Unreal Engine asset pipeline (import/reimport, LOD, lighthouse modularization), environment lighting (HDRI, skylights), level design refinements (ladders, path markers), asset organization, and version-control hygiene and branch integration.
March 2025 performance summary for Humber-Game-Production/GAME259_2025_Winter_B: Delivered a comprehensive set of asset-management, level-design, and visual fidelity improvements that streamline iteration, improve data integrity, and enhance production readiness. Key feature work includes External Actors Management; Meshes and Asset Import with updated level references; Content Organization and Level Cleanup; Level/Ladder Tweaks; Lighthouse asset integration and mesh/textures consolidation; HDRI environment integration; and Path markers with level post-process refinements. Major bugs fixed include correction of corrupted asset metadata, stabilization of Git push workflows, ensuring material instantiation is applied, lighthouse-related fixes, and addressing placeholder-driven issues. The work yields cleaner project structure, more reliable asset pipelines, faster iteration cycles, and richer visuals, enabling faster delivery of playable builds and more consistent art direction. Technologies/skills demonstrated: Unreal Engine asset pipeline (import/reimport, LOD, lighthouse modularization), environment lighting (HDRI, skylights), level design refinements (ladders, path markers), asset organization, and version-control hygiene and branch integration.
February 2025: Built foundational tooling, expanded game world with new levels, and enhanced enemy visuals, while stabilizing the Unreal Editor experience. This work improved developer efficiency, debugging capabilities, and overall game quality, enabling faster iteration and richer content delivery.
February 2025: Built foundational tooling, expanded game world with new levels, and enhanced enemy visuals, while stabilizing the Unreal Editor experience. This work improved developer efficiency, debugging capabilities, and overall game quality, enabling faster iteration and richer content delivery.
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