
Marco Di Modica developed core gameplay and engine systems for the HawkEngine_Warhammer40K repository, focusing on robust feature delivery and iterative polish over six months. He engineered animation pipelines, weapon mechanics, and input subsystems using C++ and C#, integrating component-based architecture to support extensible gameplay and editor tooling. His work included implementing skeletal animation, raycast-based combat, audio integration, and scene management, addressing both runtime performance and content authoring needs. By refining prefabs, asset flows, and controller input, Marco ensured reliable level progression and responsive controls. The depth of his contributions established a scalable foundation for future development and rapid iteration.

2025-06 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K focused on delivering core features, polish, and reliability improvements across gameplay, input, and visuals. Key features delivered include Explosive Barrel Visuals and Scene Polish (VFX enhancements and scene tweaks), Controller Input Overhaul (switch to controller axis for dash/interact with left-shoulder remap), Footstep and Movement Scene Polish (movement/grounding refinements and activation tweaks), Door Animation System integrated with ZoneController (new transitions and corrected animation indices), and Weapon Balance changes (Railgun cadence/damage tweaks, updated pickups and grenades, and related world-object updates). Major bugs fixed include Spawner Activation Guard (ensuring spawners are active before spawning enemies) and Shotgun Upgrade State Bug Fix (correct management of upgrade flag).
2025-06 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K focused on delivering core features, polish, and reliability improvements across gameplay, input, and visuals. Key features delivered include Explosive Barrel Visuals and Scene Polish (VFX enhancements and scene tweaks), Controller Input Overhaul (switch to controller axis for dash/interact with left-shoulder remap), Footstep and Movement Scene Polish (movement/grounding refinements and activation tweaks), Door Animation System integrated with ZoneController (new transitions and corrected animation indices), and Weapon Balance changes (Railgun cadence/damage tweaks, updated pickups and grenades, and related world-object updates). Major bugs fixed include Spawner Activation Guard (ensuring spawners are active before spawning enemies) and Shotgun Upgrade State Bug Fix (correct management of upgrade flag).
May 2025 performance snapshot for MarcoDiModica/HawkEngine_Warhammer40K. The month focused on delivering core gameplay features, stabilizing save/load flows, refining combat and animation fidelity, and hardening systems for reliable level progression across multiple scenes. Key business value includes improved player experience, faster content iteration, and reduced risk during level design thanks to robust prefabs and utility functions.
May 2025 performance snapshot for MarcoDiModica/HawkEngine_Warhammer40K. The month focused on delivering core gameplay features, stabilizing save/load flows, refining combat and animation fidelity, and hardening systems for reliable level progression across multiple scenes. Key business value includes improved player experience, faster content iteration, and reduced risk during level design thanks to robust prefabs and utility functions.
April 2025: Implemented a raycast-based weapon system across Boltgun, Shotgun, Railgun, and bullets, returning hit data (hit GameObject, distance, normal, hitPoint) with an isHit flag and destroy-on-hit behavior to enable realistic combat and reliable projectile outcomes. Added Weapon Unlock-Based Switching to align weapon availability with player progression and completed the Weapons System Finalization for a cohesive weapons set. Enhanced visuals/feedback through FX and Particle System improvements, including bullet FX lerp, ParticleData.h updates, and WalkFX/InactiveDashFX. Built a solid audio foundation with core AudioEngine integration, AudioComponent, and playback controls (Play On Awake, Master Volume), plus fixes for audio loading, looping, and stop/pause, and 3D audio behavior improvements. Performed Build/Project and Repo maintenance to streamline CI and collaboration. These changes deliver smoother gameplay, faster iteration, and a scalable base for future features and monetizable improvements.
April 2025: Implemented a raycast-based weapon system across Boltgun, Shotgun, Railgun, and bullets, returning hit data (hit GameObject, distance, normal, hitPoint) with an isHit flag and destroy-on-hit behavior to enable realistic combat and reliable projectile outcomes. Added Weapon Unlock-Based Switching to align weapon availability with player progression and completed the Weapons System Finalization for a cohesive weapons set. Enhanced visuals/feedback through FX and Particle System improvements, including bullet FX lerp, ParticleData.h updates, and WalkFX/InactiveDashFX. Built a solid audio foundation with core AudioEngine integration, AudioComponent, and playback controls (Play On Awake, Master Volume), plus fixes for audio loading, looping, and stop/pause, and 3D audio behavior improvements. Performed Build/Project and Repo maintenance to streamline CI and collaboration. These changes deliver smoother gameplay, faster iteration, and a scalable base for future features and monetizable improvements.
March 2025 performance summary for Marco Di Modica’s HawkEngine_Warhammer40K. Delivered core animation rigging and bone-based scene integration, introduced a robust Boltgun-based weapon system with cadence firing and variants, established runtime scene management with Play/Stop workflow and runtime save/load flow, built a functional Power-Up framework including PlayerPowerUp logic and Awake/Player Stats linking, and implemented audio improvements along with stability hardening (bullet crash fix) and overall gameplay systems refinement. These efforts increase gameplay fidelity, enable rapid iteration, and improve user engagement and system stability.
March 2025 performance summary for Marco Di Modica’s HawkEngine_Warhammer40K. Delivered core animation rigging and bone-based scene integration, introduced a robust Boltgun-based weapon system with cadence firing and variants, established runtime scene management with Play/Stop workflow and runtime save/load flow, built a functional Power-Up framework including PlayerPowerUp logic and Awake/Player Stats linking, and implemented audio improvements along with stability hardening (bullet crash fix) and overall gameplay systems refinement. These efforts increase gameplay fidelity, enable rapid iteration, and improve user engagement and system stability.
February 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K. Focused on establishing a skeletal animation foundation and integration across the engine. Implemented core data structures and loading paths to enable skeletal animation, including Bone data structure, vertex bone weights/IDs, and the Animation/Animator component. Progressed the end-to-end pipeline by wiring these components into model loading and scene setup, enabling skeletal animation across models. Initiated Skeletal Animation Component development and SetAnimation, and began work on a Component-based Model Importer integration. Conducted iterative debugging to improve compilation stability and animation quality, with ongoing work to address distortion and include-related issues. Resulting groundwork positions the project to accelerate asset creation and runtime animation for Warhammer 40K models.
February 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K. Focused on establishing a skeletal animation foundation and integration across the engine. Implemented core data structures and loading paths to enable skeletal animation, including Bone data structure, vertex bone weights/IDs, and the Animation/Animator component. Progressed the end-to-end pipeline by wiring these components into model loading and scene setup, enabling skeletal animation across models. Initiated Skeletal Animation Component development and SetAnimation, and began work on a Component-based Model Importer integration. Conducted iterative debugging to improve compilation stability and animation quality, with ongoing work to address distortion and include-related issues. Resulting groundwork positions the project to accelerate asset creation and runtime animation for Warhammer 40K models.
January 2025 performance summary for MarcoDiModica/HawkEngine_Warhammer40K: Delivered two major features, solidified editor tooling, and prepared a robust foundation for camera and input workflows. Key deliverables include a Comprehensive Input System and Editor Integration, plus a Camera Component with C++ bindings and a C# scripting interface. Major bug fixes include a dedicated fix for the camera, improving reliability of camera behavior in scripts and runtime. Overall impact: enhanced content authoring throughput, more reliable input handling, and richer scripting capabilities, enabling faster iteration and higher quality visuals. Technologies/skills demonstrated: C++, C# bindings and scripting, InputEngine architecture and input subsystem design (keyboard/mouse, axis mapping, input state checks), FBX copy/editor enhancements, and comprehensive documentation updates.
January 2025 performance summary for MarcoDiModica/HawkEngine_Warhammer40K: Delivered two major features, solidified editor tooling, and prepared a robust foundation for camera and input workflows. Key deliverables include a Comprehensive Input System and Editor Integration, plus a Camera Component with C++ bindings and a C# scripting interface. Major bug fixes include a dedicated fix for the camera, improving reliability of camera behavior in scripts and runtime. Overall impact: enhanced content authoring throughput, more reliable input handling, and richer scripting capabilities, enabling faster iteration and higher quality visuals. Technologies/skills demonstrated: C++, C# bindings and scripting, InputEngine architecture and input subsystem design (keyboard/mouse, axis mapping, input state checks), FBX copy/editor enhancements, and comprehensive documentation updates.
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