
Cassandra Dias Ferreira developed core gameplay systems and level content for Alexandre-Coppens/ARTFX-M2Games-Excalibur, Alexandre-Coppens/Greek_Platformer, and JoaBories/WS_Chair, focusing on robust asset integration, save system implementation, and level design. She used C#, Unreal Engine Blueprints, and Unity to deliver features such as camera system overhauls, cross-module persistence, and modular blockout workflows. Her work included refining collision detection, navigation meshes, and controller mapping to improve player experience and development velocity. By combining 2D and 3D asset creation with scripting and testing, Cassandra established maintainable pipelines and stable builds, demonstrating depth in both technical execution and iterative content delivery.

October 2025 performance summary for JoaBories/WS_Chair focusing on delivering a stable, testable environment and enabling persistent gameplay state across modules. Key work spanned cross-module save functionality, core world-building features, level layout reliability, and ongoing architectural groundwork (state machines and WIP features).
October 2025 performance summary for JoaBories/WS_Chair focusing on delivering a stable, testable environment and enabling persistent gameplay state across modules. Key work spanned cross-module save functionality, core world-building features, level layout reliability, and ongoing architectural groundwork (state machines and WIP features).
June 2025 performance summary for Alexandre-Coppens/Greek_Platformer. Focused on stabilizing Level 1 gameplay, delivering core features, and building a foundation for future iteration. Key work spanned feature delivery, stability fixes, persistence, testing, and QA-oriented refinements that together raise product quality and developer velocity.
June 2025 performance summary for Alexandre-Coppens/Greek_Platformer. Focused on stabilizing Level 1 gameplay, delivering core features, and building a foundation for future iteration. Key work spanned feature delivery, stability fixes, persistence, testing, and QA-oriented refinements that together raise product quality and developer velocity.
May 2025 monthly summary for Greek_Platformer (Alexandre-Coppens/Greek_Platformer). Focused on delivering Level 1 readiness, core progression features, persistence, and stability across the gameplay loop. The month culminated in a solid blueprint-driven foundation for Level 1 with QA scaffolding, a fleshed-out blockout, and robust state management, enabling faster iteration and better onboarding.
May 2025 monthly summary for Greek_Platformer (Alexandre-Coppens/Greek_Platformer). Focused on delivering Level 1 readiness, core progression features, persistence, and stability across the gameplay loop. The month culminated in a solid blueprint-driven foundation for Level 1 with QA scaffolding, a fleshed-out blockout, and robust state management, enabling faster iteration and better onboarding.
December 2024 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur: Delivered critical Level 2 expansion with Level 2.5 polish, plus a comprehensive camera system overhaul and asset import optimization. These efforts improved player immersion, rendering consistency, and pipeline stability, enabling faster iteration on Level 2 content.
December 2024 monthly summary for Alexandre-Coppens/ARTFX-M2Games-Excalibur: Delivered critical Level 2 expansion with Level 2.5 polish, plus a comprehensive camera system overhaul and asset import optimization. These efforts improved player immersion, rendering consistency, and pipeline stability, enabling faster iteration on Level 2 content.
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