
Aina contributed to the Racketblast/SPM_GroupProject by delivering 22 features and 9 bug fixes over three months, focusing on immersive audio, gameplay systems, and asset management. She expanded the audio system with ambient, combat, and dialogue assets, integrated new weapons and visual effects, and improved AI behavior and character movement using Unreal Engine, Blueprint scripting, and C++. Her work included automating CI pipelines, refining level design, and ensuring asset compatibility, which streamlined development and enhanced player experience. By addressing both technical debt and new content, Aina demonstrated depth in system design and maintained repository health through traceable, well-documented changes.

June 2025 monthly summary for Racketblast/SPM_GroupProject focusing on delivered features, bug fixes, and their business value and technical impact. Emphasis on immersive audio, new asset integrations, AI/audio enhancements, and level reliability, with data-driven assets and blueprint-based changes enabling scalable future content.
June 2025 monthly summary for Racketblast/SPM_GroupProject focusing on delivered features, bug fixes, and their business value and technical impact. Emphasis on immersive audio, new asset integrations, AI/audio enhancements, and level reliability, with data-driven assets and blueprint-based changes enabling scalable future content.
May 2025 (Racketblast/SPM_GroupProject) delivered a broad set of audio-visual, gameplay, and pipeline improvements that enhance immersion, reliability, and release efficiency. Major outcomes include a comprehensive audio system overhaul with ambient hub ambience, reload and gun sounds, and stability improvements; a dedicated SpotFX assets folder enabling faster art integration; new level content with test levels, maps, and ball assets to support QA; and impactful gameplay features such as the Rocket Burner System, Air Dash, Drones lifecycle, and the Vending Machine system. In addition, CI automation and automatic submission workflows were established, and branch maintenance updates were implemented to streamline contributor work. Numerous stability and quality fixes (appendToLast, humming source repositioning, No-Op bug fix, blueprint fixes, Gabbes navmod) further improved reliability. This combination of features, fixes, and automation reduces time-to-production, enhances player experience, and demonstrates robust engineering across audio, visuals, gameplay, and release processes.
May 2025 (Racketblast/SPM_GroupProject) delivered a broad set of audio-visual, gameplay, and pipeline improvements that enhance immersion, reliability, and release efficiency. Major outcomes include a comprehensive audio system overhaul with ambient hub ambience, reload and gun sounds, and stability improvements; a dedicated SpotFX assets folder enabling faster art integration; new level content with test levels, maps, and ball assets to support QA; and impactful gameplay features such as the Rocket Burner System, Air Dash, Drones lifecycle, and the Vending Machine system. In addition, CI automation and automatic submission workflows were established, and branch maintenance updates were implemented to streamline contributor work. Numerous stability and quality fixes (appendToLast, humming source repositioning, No-Op bug fix, blueprint fixes, Gabbes navmod) further improved reliability. This combination of features, fixes, and automation reduces time-to-production, enhances player experience, and demonstrates robust engineering across audio, visuals, gameplay, and release processes.
April 2025 monthly summary for the Racketblast/SPM_GroupProject focusing on asset management and validation for Content assets. No code changes were needed; assets were updated to latest versions to ensure consistency with the build and design pipelines. All work was performed with minimal disruption to ongoing development and with a clear traceability to the commit that updated the assets.
April 2025 monthly summary for the Racketblast/SPM_GroupProject focusing on asset management and validation for Content assets. No code changes were needed; assets were updated to latest versions to ensure consistency with the build and design pipelines. All work was performed with minimal disruption to ongoing development and with a clear traceability to the commit that updated the assets.
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