
Cyril Lietaer developed gameplay features and asset pipelines across Skukyky/DiscoProject, Skukyky/ProjetMiniGame, and RxTeK/RivalsProjetChara, focusing on level design, character integration, and asset-driven iteration. He used Unreal Engine, UnrealScript, and ini configuration to deliver new maps, tutorial flows, and gameplay elements such as Killzone and Deadbox, while refining asset management and build stability. Cyril integrated 3D models, audio assets, and UI elements to enhance user experience and maintain content integrity. His work included asset-based bug fixes and version control discipline, resulting in scalable pipelines, improved QA readiness, and a foundation for rapid content updates and gameplay iteration.

April 2025 monthly summary for RxTeK/RivalsProjetChara focusing on asset-driven work and its business value. Updated Unreal Engine assets for Cyril_Mantis damage mechanics and its map to correct damage behavior without code changes. This work reinforces gameplay balance, asset integrity, and fast iteration through pre-compiled assets.
April 2025 monthly summary for RxTeK/RivalsProjetChara focusing on asset-driven work and its business value. Updated Unreal Engine assets for Cyril_Mantis damage mechanics and its map to correct damage behavior without code changes. This work reinforces gameplay balance, asset integrity, and fast iteration through pre-compiled assets.
March 2025 monthly summary for RxTeK/RivalsProjetChara focusing on end-to-end character integration and stability improvements. Delivered a cohesive Cyril_Mantis character experience with tied gameplay flow and developer-facing assets, establishing a scalable foundation for future characters and features.
March 2025 monthly summary for RxTeK/RivalsProjetChara focusing on end-to-end character integration and stability improvements. Delivered a cohesive Cyril_Mantis character experience with tied gameplay flow and developer-facing assets, establishing a scalable foundation for future characters and features.
January 2025 (Skukyky/ProjetMiniGame) delivered two primary feature sets focused on user experience and content integrity. The Audio Enhancements for the main menu introduced new sound assets and UI audio cues, integrated to improve the initial user interaction and immersion. The Map Content Maintenance and Cleanup refreshed map assets, removed deprecated maps, and increased content integrity and performance, contributing to faster load times and reduced asset bloat. Commit activity spanned six changes across both features, reinforcing strong version control discipline and traceability.
January 2025 (Skukyky/ProjetMiniGame) delivered two primary feature sets focused on user experience and content integrity. The Audio Enhancements for the main menu introduced new sound assets and UI audio cues, integrated to improve the initial user interaction and immersion. The Map Content Maintenance and Cleanup refreshed map assets, removed deprecated maps, and increased content integrity and performance, contributing to faster load times and reduced asset bloat. Commit activity spanned six changes across both features, reinforcing strong version control discipline and traceability.
December 2024 performance summary for Skukyky repos, focused on delivering substantive gameplay content, stabilizing inputs, and expanding asset pipelines across DiscoProject and ProjetMiniGame. The work enhanced player engagement opportunities through new maps, gameplay elements, and visual polish, while improving stability and cross-player usability.
December 2024 performance summary for Skukyky repos, focused on delivering substantive gameplay content, stabilizing inputs, and expanding asset pipelines across DiscoProject and ProjetMiniGame. The work enhanced player engagement opportunities through new maps, gameplay elements, and visual polish, while improving stability and cross-player usability.
November 2024 performance for Skukyky/DiscoProject: Delivered core Game Design Assets and Tutorial Map integration, including new maps (Map_TestCam_GameDesign.umap, Map_Gate.umap) and Zipline maps, plus asset additions for level design and Cyril’s camera map work. Progressed the tutorial experience through an iterative map flow (Start Map Tuto → Push Map tuto → 2ème jet map tuto) with cleanup of generated outputs to improve build stability. This work improves QA readiness, designer onboarding, and the speed of iteration, while demonstrating strong attention to asset pipeline quality and cross-functional collaboration.
November 2024 performance for Skukyky/DiscoProject: Delivered core Game Design Assets and Tutorial Map integration, including new maps (Map_TestCam_GameDesign.umap, Map_Gate.umap) and Zipline maps, plus asset additions for level design and Cyril’s camera map work. Progressed the tutorial experience through an iterative map flow (Start Map Tuto → Push Map tuto → 2ème jet map tuto) with cleanup of generated outputs to improve build stability. This work improves QA readiness, designer onboarding, and the speed of iteration, while demonstrating strong attention to asset pipeline quality and cross-functional collaboration.
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