
Evan Leites developed multiplayer game features and character systems across the Skukyky/DiscoProject, Skukyky/ProjetMiniGame, Skukyky/MurderProject, and RxTeK/RivalsProjetChara repositories, focusing on scalable architecture and asset-driven workflows. He implemented core multiplayer foundations, post-processing pipelines, and minigame infrastructure using Unreal Engine, Blueprint scripting, and C++. His work included UI/UX enhancements, animation integration, and plugin system groundwork, enabling rapid iteration and maintainable codebases. By refining asset management and network programming, Evan improved player experience and development velocity. The depth of his engineering is reflected in robust state management, cross-repo collaboration, and the delivery of visually consistent, extensible gameplay systems.

April 2025 monthly summary for RxTeK/RivalsProjetChara: Delivered Scarlet Witch character visuals and integration, upgrading gameplay fidelity and team velocity. Updated HUD and animation blueprint assets to support the new character, and added new component and image assets to embed Scarlet Witch visually into the game. No major bugs fixed this month. The work improves player immersion, provides a solid asset pipeline foundation, and demonstrates strong cross-team collaboration. Business value is realized through enhanced visual consistency, easier future character expansions, and preserved asset traceability.
April 2025 monthly summary for RxTeK/RivalsProjetChara: Delivered Scarlet Witch character visuals and integration, upgrading gameplay fidelity and team velocity. Updated HUD and animation blueprint assets to support the new character, and added new component and image assets to embed Scarlet Witch visually into the game. No major bugs fixed this month. The work improves player immersion, provides a solid asset pipeline foundation, and demonstrates strong cross-team collaboration. Business value is realized through enhanced visual consistency, easier future character expansions, and preserved asset traceability.
Concise monthly summary for 2025-03 focusing on feature delivery, stability, and cross-repo collaboration across Skukyky/MurderProject and RxTeK/RivalsProjetChara. Highlights include new game mode features, spectator capabilities, foundational architecture for plugins and assets, and Scarlet Witch integration; with a focus on business value, user experience, and maintainable code.
Concise monthly summary for 2025-03 focusing on feature delivery, stability, and cross-repo collaboration across Skukyky/MurderProject and RxTeK/RivalsProjetChara. Highlights include new game mode features, spectator capabilities, foundational architecture for plugins and assets, and Scarlet Witch integration; with a focus on business value, user experience, and maintainable code.
February 2025 monthly summary focused on delivering enhanced visuals, audio, and a solid game state foundation across two Unreal Engine projects (ProjetMiniGame and MurderProject). Key work centered on asset-driven features, audio integration, bug fixes related to asset updates, and foundational game framework setup to support scalable gameplay rules and state management. Delivered measurable improvements in player experience, maintainability, and development velocity through asset optimizations and state refactors.
February 2025 monthly summary focused on delivering enhanced visuals, audio, and a solid game state foundation across two Unreal Engine projects (ProjetMiniGame and MurderProject). Key work centered on asset-driven features, audio integration, bug fixes related to asset updates, and foundational game framework setup to support scalable gameplay rules and state management. Delivered measurable improvements in player experience, maintainability, and development velocity through asset optimizations and state refactors.
January 2025 monthly summary for Skukyky/ProjetMiniGame. Focused on delivering UI/Animation upgrades for BallonPrisonnier and UI/Maps/Assets improvements for PropsEnFolie, alongside targeted bug testing. Achievements include visual polish, UI/UX improvements, and more robust assets for smoother user experiences across games.
January 2025 monthly summary for Skukyky/ProjetMiniGame. Focused on delivering UI/Animation upgrades for BallonPrisonnier and UI/Maps/Assets improvements for PropsEnFolie, alongside targeted bug testing. Achievements include visual polish, UI/UX improvements, and more robust assets for smoother user experiences across games.
December 2024 performance summary for Skukyky projects. Key deliverables spanned DiscoProject and ProjetMiniGame, focusing on visual fidelity, UI polish, and scalable minigame infrastructure. In DiscoProject, I finalized and stabilized DrugEffect post-processing visuals for multiplayer on the NewWorld map, performed asset cleanup, updated camera/post-processing pipelines, and implemented HUD score display with UI polish, while enabling depth/stencil rendering and refining the BP_Player asset. In ProjetMiniGame, I laid down the groundwork for the Falling Props mini-game (map, spawner, props mechanics, and start/timeout UI) and expanded minigame support with PropsEnFolie and Ballon Prisonnier (widgets, timers, scoring, assets, and maps). The combined effort improved player feedback, visual consistency, and platform readiness for upcoming features.
December 2024 performance summary for Skukyky projects. Key deliverables spanned DiscoProject and ProjetMiniGame, focusing on visual fidelity, UI polish, and scalable minigame infrastructure. In DiscoProject, I finalized and stabilized DrugEffect post-processing visuals for multiplayer on the NewWorld map, performed asset cleanup, updated camera/post-processing pipelines, and implemented HUD score display with UI polish, while enabling depth/stencil rendering and refining the BP_Player asset. In ProjetMiniGame, I laid down the groundwork for the Falling Props mini-game (map, spawner, props mechanics, and start/timeout UI) and expanded minigame support with PropsEnFolie and Ballon Prisonnier (widgets, timers, scoring, assets, and maps). The combined effort improved player feedback, visual consistency, and platform readiness for upcoming features.
November 2024 performance summary for Skukyky/DiscoProject focused on establishing a solid multiplayer foundation, stabilizing input and control flow, and accelerating internal tooling and visuals for multiplayer workflows. The month delivered a scalable baseline for multiplayer development, improved user experience in multiplayer sessions, and a streamlined asset/post-processing pipeline to support rapid feature iteration.
November 2024 performance summary for Skukyky/DiscoProject focused on establishing a solid multiplayer foundation, stabilizing input and control flow, and accelerating internal tooling and visuals for multiplayer workflows. The month delivered a scalable baseline for multiplayer development, improved user experience in multiplayer sessions, and a streamlined asset/post-processing pipeline to support rapid feature iteration.
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