
Dimitry Drouet contributed to QtenGrv/ProjetAlien by building and integrating 3D assets, environments, and visual effects over a four-month period. He established asset pipelines and managed Unreal Engine asset imports, focusing on level design and environment art to expand gameplay spaces and improve visual fidelity. Using Unreal Engine and UnrealScript, Dimitry delivered features such as consolidated VFX for player abilities, lighting systems, and new level content, while stabilizing asset workflows and file organization. His work enabled scalable content updates, enhanced player feedback, and reduced iteration time, demonstrating depth in asset management, VFX creation, and collaborative development within a growing codebase.

June 2025 performance highlights for QtenGrv/ProjetAlien: Delivered visually rich feedback and level presentation through consolidated VFX for dash, poison, slash, healing, rage, and shield, including new assets, materials, and level integration. Expanded asset rendering and level content in the rendu_asset branch with new cantine/structure assets, labs, armement assets, and level sequences, improving level design data and rendering fidelity. While no high-severity bugs were reported, several fixes stabilized visuals and asset loading across the VFX and rendering pipelines. Overall, these efforts enhanced player feedback, reduced visual ambiguities, and laid groundwork for future gameplay events and polish. Skills demonstrated include Unreal Engine asset pipelines, VFX authoring, level design integration, and cross-team collaboration using Git branches.
June 2025 performance highlights for QtenGrv/ProjetAlien: Delivered visually rich feedback and level presentation through consolidated VFX for dash, poison, slash, healing, rage, and shield, including new assets, materials, and level integration. Expanded asset rendering and level content in the rendu_asset branch with new cantine/structure assets, labs, armement assets, and level sequences, improving level design data and rendering fidelity. While no high-severity bugs were reported, several fixes stabilized visuals and asset loading across the VFX and rendering pipelines. Overall, these efforts enhanced player feedback, reduced visual ambiguities, and laid groundwork for future gameplay events and polish. Skills demonstrated include Unreal Engine asset pipelines, VFX authoring, level design integration, and cross-team collaboration using Git branches.
Summary for May 2025 (ProjetAlien) — The team delivered extensive lighting, environment, and gameplay enhancements across core levels, driving immersion, clarity, and content readiness for upcoming features. Key outcomes include a comprehensive Boss Room Lighting System with ambient and ground lighting, refined blocking, and corresponding map updates; expanded lighting across Start Room, Cantine, and Training/Lab to achieve consistent visuals and improved player orientation; asset and environment maturation (Asset Catalog with Vegetables, Bubulle Cuve, and related environment assets) to streamline content creation and iteration. Added and integrated Dash Slash and Dash FX with corresponding audio and visual FX (blood spatter/slash, footsteps, splash), delivering richer combat feedback. Blocking and post-processing were hardened through final blocking updates and map refinements to improve stability and performance. Collectively, these changes improve player engagement, reduce iteration time for new scenes, and establish a scalable foundation for future features.
Summary for May 2025 (ProjetAlien) — The team delivered extensive lighting, environment, and gameplay enhancements across core levels, driving immersion, clarity, and content readiness for upcoming features. Key outcomes include a comprehensive Boss Room Lighting System with ambient and ground lighting, refined blocking, and corresponding map updates; expanded lighting across Start Room, Cantine, and Training/Lab to achieve consistent visuals and improved player orientation; asset and environment maturation (Asset Catalog with Vegetables, Bubulle Cuve, and related environment assets) to streamline content creation and iteration. Added and integrated Dash Slash and Dash FX with corresponding audio and visual FX (blood spatter/slash, footsteps, splash), delivering richer combat feedback. Blocking and post-processing were hardened through final blocking updates and map refinements to improve stability and performance. Collectively, these changes improve player engagement, reduce iteration time for new scenes, and establish a scalable foundation for future features.
April 2025 Performance Summary for QtenGrv/ProjetAlien: Delivered major feature additions and asset updates that expand the playable environment, improve visual fidelity, and streamline the asset workflow. Cantine environment integration added new assets, textures, levels, and binary updates to strengthen world-building and gameplay space. A new Training Room level was added with its own assets and level map, broadening training scenarios. Character/Mecha assets were updated with pose and rig changes to boost animation quality. Asset import and integration workflows were stabilized to reduce friction for future updates. These efforts deliver clear business value through enhanced content readiness, gameplay depth, and development efficiency.
April 2025 Performance Summary for QtenGrv/ProjetAlien: Delivered major feature additions and asset updates that expand the playable environment, improve visual fidelity, and streamline the asset workflow. Cantine environment integration added new assets, textures, levels, and binary updates to strengthen world-building and gameplay space. A new Training Room level was added with its own assets and level map, broadening training scenarios. Character/Mecha assets were updated with pose and rig changes to boost animation quality. Asset import and integration workflows were stabilized to reduce friction for future updates. These efforts deliver clear business value through enhanced content readiness, gameplay depth, and development efficiency.
March 2025: Delivered early integration of MI_mecha 3D assets into QtenGrv/ProjetAlien, establishing the asset pipeline and enabling initial QA for visuals, animation, and physics.
March 2025: Delivered early integration of MI_mecha 3D assets into QtenGrv/ProjetAlien, establishing the asset pipeline and enabling initial QA for visuals, animation, and physics.
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