
Developed the foundational wind and fan mechanic for the TimeHavenGames repository, establishing a reusable framework for wind-based gameplay using Unreal Engine and Blueprint scripting. The work involved creating the BP_Fan blueprint asset and a new level map, NewWorld.umap, with editor settings configured to support multiple instances for scalable testing. Iterative blueprint testing and movement-related logging were implemented to validate interactions between the fan and character, ensuring robust integration. Refactoring included adapting the fan system to utilize a new Timeslow blueprint, with all changes documented to support future feature expansion. The work focused on environmental dynamics and player immersion within game development.
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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