
Minha Lee contributed to the Unreal_FallGuys repository over four months, delivering 76 features and resolving 58 bugs to advance multiplayer gameplay, team-based scoring, and user experience. She engineered core systems such as spline-based player movement, team logic refactoring, and end-of-level sequencing using C++ and Unreal Engine Blueprints. Her work included asset-driven enhancements, UI development, and network synchronization fixes, improving both playability and maintainability. By focusing on asset configuration and modular code, Minha enabled rapid iteration and reduced regression risk. The depth of her engineering is reflected in robust gameplay systems, scalable multiplayer flows, and streamlined asset and build management.

In May 2025, delivered an asset-driven enhancement to the character grab interaction in Unreal_FallGuys, minimizing risk by avoiding code changes and updating only asset properties/configurations (BP_Egg and BP_PlayCharacter). The update focuses on improving user interaction and perceived responsiveness with clear traceability to a single commit.
In May 2025, delivered an asset-driven enhancement to the character grab interaction in Unreal_FallGuys, minimizing risk by avoiding code changes and updating only asset properties/configurations (BP_Egg and BP_PlayCharacter). The update focuses on improving user interaction and perceived responsiveness with clear traceability to a single commit.
April 2025 (2025-04) was highly productive for the Unreal_FallGuys project. Key features and structural improvements strengthened game flow, team-based scoring, and end-to-end RaceOver experiences, while substantial bug fixes improved stability and playability across levels, sequences, and audio. The work also advanced maintainability and collaboration through refactors, sequencing improvements, and enhanced tooling. Overview of impact: - Level flow and cinematic sequencing were significantly strengthened, enabling smoother progression and clearer end-of-level transitions. - Team-based gameplay logic was updated to support scaleable multiplayer modes, with enhanced scoring visibility and synchronization. - RaceOver experience, camera handling, and spectator integrations were improved to support clearer post-race feedback and easier streaming/packaging. - Systemic quality improvements, including debugging hygiene, resource organization, and UI/sound handling, reduced risk for future iterations and shippable builds. Note-worthy deliveries (highlights): f- Falling Level updates; end-settings after cinematics; and cinema-cut engine start alignment to the cutscene system (commits include 2f6870fad1b33830b7d46eea12a069e7d248531a, dee8c6474318a0a6bb089f5f82619d87c5e0c2d5, f1d50ffe140eeb642eb26dd59b0f5d71b44d89cc). - EggSteel Level and other level logic migrated to TeamGameState to align with team gameplay state management (3e55b1db...). - New level sequences and timing improvements added for Rhino, EggSTeal, and PaintFloor, together with a robust sequence synchronization fix (914217b343fea820744307a5d2b1d4efc5793568; afb0b7c0ea067af87b2879df12b1957a3307a266; b31ed6b63679480c6bee0b29f3d297acfa7932d4; a0a289cfa774162e718472d844df2c3a6bb02aeb). - Global team-type support and color-based floor counting were introduced for balanced team play and clearer analytics (cbaf68e78a91a1af88e836ab6deaafc74ce9c4b3; 85492211f5f09cebee2cb1987bd31fef0d0207b9). - RaceOver enhancements, including end-of-race sequencing, camera adjustments, nickname display, and spectator transitions, delivered a smoother post-race experience and improved usability/testing (2250dd35ec86ab2087f24aced133c4edbd21d9c3; 0e6c393ab4e4cbf102e8d7f35235dfcfc58f1f35; a5ca59fe219b5655296df7b98b0f2c0708fd195c; 96bf1dc50818e5dc9e59ae3d8f3269bd19159232). - Spectator mode improvements and accompanying packaging/test readiness were put in place to support QA and post-launch experiences (96bf1dc50818e5dc9e59ae3d8f3269bd19159232; 023637a2b10aa3b89338ca3929ab3dddb4def1e9; bd7d9eb726528e3ceddab456756296f826623b89; f02757397c4cfe2af1c70027a1d228e69dbe6871; ea1cfa69b5ef2c2974c2c8dcc592f2e7f4612c78). - Quality and maintenance work included sequence debugging, spline initialization, resource cleanup, and debugging hygiene (a0a289cfa774...; 941f6042a00b64ca8893e9a13964acd; 12f52c418094cca92fe4771b5f6217ae12505ece; 10cef02cf88337c0c17ea0ff48a2d44a3018d278). Business value: - Smoother player progression and reduced edge-case disturbances increase user satisfaction and retention on first playthroughs. - Improved team-scoring clarity and synchronization enable more engaging Color/Team modes, supporting monetization and competition features. - Enhanced post-race experiences (spectator view, nicknames, and RaceOver messaging) lay groundwork for broader audience engagement and content creation. - Refactoring to TeamGameState and improved sequencing reduce future maintenance costs and accelerate integration of new content.
April 2025 (2025-04) was highly productive for the Unreal_FallGuys project. Key features and structural improvements strengthened game flow, team-based scoring, and end-to-end RaceOver experiences, while substantial bug fixes improved stability and playability across levels, sequences, and audio. The work also advanced maintainability and collaboration through refactors, sequencing improvements, and enhanced tooling. Overview of impact: - Level flow and cinematic sequencing were significantly strengthened, enabling smoother progression and clearer end-of-level transitions. - Team-based gameplay logic was updated to support scaleable multiplayer modes, with enhanced scoring visibility and synchronization. - RaceOver experience, camera handling, and spectator integrations were improved to support clearer post-race feedback and easier streaming/packaging. - Systemic quality improvements, including debugging hygiene, resource organization, and UI/sound handling, reduced risk for future iterations and shippable builds. Note-worthy deliveries (highlights): f- Falling Level updates; end-settings after cinematics; and cinema-cut engine start alignment to the cutscene system (commits include 2f6870fad1b33830b7d46eea12a069e7d248531a, dee8c6474318a0a6bb089f5f82619d87c5e0c2d5, f1d50ffe140eeb642eb26dd59b0f5d71b44d89cc). - EggSteel Level and other level logic migrated to TeamGameState to align with team gameplay state management (3e55b1db...). - New level sequences and timing improvements added for Rhino, EggSTeal, and PaintFloor, together with a robust sequence synchronization fix (914217b343fea820744307a5d2b1d4efc5793568; afb0b7c0ea067af87b2879df12b1957a3307a266; b31ed6b63679480c6bee0b29f3d297acfa7932d4; a0a289cfa774162e718472d844df2c3a6bb02aeb). - Global team-type support and color-based floor counting were introduced for balanced team play and clearer analytics (cbaf68e78a91a1af88e836ab6deaafc74ce9c4b3; 85492211f5f09cebee2cb1987bd31fef0d0207b9). - RaceOver enhancements, including end-of-race sequencing, camera adjustments, nickname display, and spectator transitions, delivered a smoother post-race experience and improved usability/testing (2250dd35ec86ab2087f24aced133c4edbd21d9c3; 0e6c393ab4e4cbf102e8d7f35235dfcfc58f1f35; a5ca59fe219b5655296df7b98b0f2c0708fd195c; 96bf1dc50818e5dc9e59ae3d8f3269bd19159232). - Spectator mode improvements and accompanying packaging/test readiness were put in place to support QA and post-launch experiences (96bf1dc50818e5dc9e59ae3d8f3269bd19159232; 023637a2b10aa3b89338ca3929ab3dddb4def1e9; bd7d9eb726528e3ceddab456756296f826623b89; f02757397c4cfe2af1c70027a1d228e69dbe6871; ea1cfa69b5ef2c2974c2c8dcc592f2e7f4612c78). - Quality and maintenance work included sequence debugging, spline initialization, resource cleanup, and debugging hygiene (a0a289cfa774...; 941f6042a00b64ca8893e9a13964acd; 12f52c418094cca92fe4771b5f6217ae12505ece; 10cef02cf88337c0c17ea0ff48a2d44a3018d278). Business value: - Smoother player progression and reduced edge-case disturbances increase user satisfaction and retention on first playthroughs. - Improved team-scoring clarity and synchronization enable more engaging Color/Team modes, supporting monetization and competition features. - Enhanced post-race experiences (spectator view, nicknames, and RaceOver messaging) lay groundwork for broader audience engagement and content creation. - Refactoring to TeamGameState and improved sequencing reduce future maintenance costs and accelerate integration of new content.
March 2025 performance summary for jordy-jordy/Unreal_FallGuys. Key achievements include delivering a robust Customization UI with color selection and shader support, refactoring stage and widget architecture for future features, and delivering multiple gameplay quality improvements. Significant progress on the random map system and travel flow enabling varied player experiences. Across networking and physics, resolved respawn synchronization issues and UI collisions to ensure consistent player state across clients. These efforts improve player personalization, UX flow, and stability, while laying groundwork for upcoming live ops events and new content.
March 2025 performance summary for jordy-jordy/Unreal_FallGuys. Key achievements include delivering a robust Customization UI with color selection and shader support, refactoring stage and widget architecture for future features, and delivering multiple gameplay quality improvements. Significant progress on the random map system and travel flow enabling varied player experiences. Across networking and physics, resolved respawn synchronization issues and UI collisions to ensure consistent player state across clients. These efforts improve player personalization, UX flow, and stability, while laying groundwork for upcoming live ops events and new content.
February 2025 (2025-02) monthly summary for jordy-jordy/Unreal_FallGuys: Focused delivery on core movement mechanics, multiplayer flow, and UI/assets to enable dynamic environments and faster iteration. Key features delivered include MovableActorComponent Core and Axis Rotation, Race2Map level additions for server transitions, spline-based player movement, movable drone helicopters with race map configurations, Water plugin integration, UI and character customization asset development, and AdvancedSessions plugin integration with server travel testing and build-system improvements. These efforts established a scalable foundation for future gameplay features and improved testability. Note: Major bug fixes were not explicitly listed in the provided data; the work primarily centers on feature delivery and system integrations that contribute to stability and multiplayer reliability.
February 2025 (2025-02) monthly summary for jordy-jordy/Unreal_FallGuys: Focused delivery on core movement mechanics, multiplayer flow, and UI/assets to enable dynamic environments and faster iteration. Key features delivered include MovableActorComponent Core and Axis Rotation, Race2Map level additions for server transitions, spline-based player movement, movable drone helicopters with race map configurations, Water plugin integration, UI and character customization asset development, and AdvancedSessions plugin integration with server travel testing and build-system improvements. These efforts established a scalable foundation for future gameplay features and improved testability. Note: Major bug fixes were not explicitly listed in the provided data; the work primarily centers on feature delivery and system integrations that contribute to stability and multiplayer reliability.
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