
Over six months, Fafenir Zerk contributed to Skukyky/DiscoProject, Skukyky/ProjetMiniGame, Skukyky/MurderProject, and RxTeK/RivalsProjetChara by building gameplay systems, asset pipelines, and character features using Unreal Engine, Blueprints, and asset management workflows. Fafenir delivered features such as dynamic spawner systems, rhythm-based mechanics, and character integrations, while also improving camera reliability and input handling. Their work included integrating 3D models, animations, and environment art, as well as developing UI tooling and test maps to streamline QA and iteration. This approach enabled faster feature delivery, improved gameplay fidelity, and reduced asset-related bugs across multiple Unreal Engine repositories.

April 2025 -- Delivered Black Widow character integration for RxTeK/RivalsProjetChara with updated assets and enhanced animations, including new shooting/spellcasting sequences, and fixes to Blueprint assets to stabilize abilities, aiming, and movement. A dedicated test map was created to validate gameplay visuals and consistency. This work reduces asset-related bugs, improves player experience, and enables faster iteration on character content. Technologies demonstrated include Unreal Engine Blueprint asset work, animation blending, asset pipelines, and version control traceability.
April 2025 -- Delivered Black Widow character integration for RxTeK/RivalsProjetChara with updated assets and enhanced animations, including new shooting/spellcasting sequences, and fixes to Blueprint assets to stabilize abilities, aiming, and movement. A dedicated test map was created to validate gameplay visuals and consistency. This work reduces asset-related bugs, improves player experience, and enables faster iteration on character content. Technologies demonstrated include Unreal Engine Blueprint asset work, animation blending, asset pipelines, and version control traceability.
March 2025 performance summary for Skukyky/MurderProject and RxTeK/RivalsProjetChara. Delivered core gameplay systems, feature sets, and reliability improvements across two repos, translating into tangible business value and stronger technical foundations. Key features delivered: - Spawner System: initial implementation enabling dynamic entity spawning (commit d89bc2733cbb13cd6690b9b1d1b94c53abb26e95). - New Features Set 1: first batch of new functionalities added (commits 14f6c98c60815c5764dd0cb84e5f9927c7f1e2bd; 3d77f746504ef82add7f5ce0c69d360755cf3224; 351560d991a40c83a8afd71be59571d4dd1afc20). - Progressive Enhancements (4-9): incremental improvements across six commits (1b27a2045c6e2616751b7f28b06164bd608b972d; c161fcdd21b0a48d742381033a3bd4881fe097a9; 7db73b7af316fa34d82dd93c093303ed8b56ba8a; 1dcaf68c0344ab0d69cc6c6b5090167f71b8d305; ed98a7d3cf5d21c871cb75b7dea7ac5a67f47c34; d46895beba86f2ab37ab2d6994ba53c55eadc169). - LD Continue & Craft / Gamemode Additions: load/continue and gamemode/spawn enhancements (4eb8e70e5d57d87d367bf812eae260546e9cf5c1; 9afa96726f5592253eee1c2e423a58beaa03309c). - Workbench UI: added UI/tooling for task management (e6a959b7b71fe253518151038c5b27bf7d7ff5e4). - RivalsProjetChara BW integration and assets: Evan_L integration, core abilities, ABP integration, plus new assets (fa5e400fbc21b1c9610af617547d786c0cf84f63; ea93bb8b1b567354677e5e99d4c886e6328a1f1d; 316bde42841cef5e5c3320f2f871d3ea485c187e). Major bugs fixed: - Build and spawn workflow fixes addressing build failures and spawn pipeline issues (commits 4df15f18066e71a1785ed1215f028655d2c73e54; 7f2e90965658c88d4db7c2d937f58cb1e71cd178; a997d81b56301786fbec63fe1d2040d0eb4a07ea; aa798a050182b55741ca53891f2901bbf1631ca1; 9868d763ffa1b10f8411eb6f6640e068c794e6bf). - General bug fixes including build fixes (23b54e95bf415378d4d311451fae341de5505697; 0f16bbcd55afec0e6b9931fc4ccda49c2e306c1c; 950ade3b958ca61f246d9a4ff3a0d32b2ca8d68a). Overall impact and accomplishments: - Substantial enhancement to gameplay depth and player progression through a robust spawner system, craft/load workflows, and expanded workflows; improved reliability in builds and deployment; broader character lineup with BW integration. Technologies/skills demonstrated: - Gameplay systems design and implementation (Spawner, LD_continue, gamemode/spawn). - Asset pipelines, animation Blueprint (ABP) integration, and asset refactors. - UI tooling development (Workbench) and in-engine task management tooling. - Cross-repo collaboration and disciplined Git practices for multi-repo delivery.
March 2025 performance summary for Skukyky/MurderProject and RxTeK/RivalsProjetChara. Delivered core gameplay systems, feature sets, and reliability improvements across two repos, translating into tangible business value and stronger technical foundations. Key features delivered: - Spawner System: initial implementation enabling dynamic entity spawning (commit d89bc2733cbb13cd6690b9b1d1b94c53abb26e95). - New Features Set 1: first batch of new functionalities added (commits 14f6c98c60815c5764dd0cb84e5f9927c7f1e2bd; 3d77f746504ef82add7f5ce0c69d360755cf3224; 351560d991a40c83a8afd71be59571d4dd1afc20). - Progressive Enhancements (4-9): incremental improvements across six commits (1b27a2045c6e2616751b7f28b06164bd608b972d; c161fcdd21b0a48d742381033a3bd4881fe097a9; 7db73b7af316fa34d82dd93c093303ed8b56ba8a; 1dcaf68c0344ab0d69cc6c6b5090167f71b8d305; ed98a7d3cf5d21c871cb75b7dea7ac5a67f47c34; d46895beba86f2ab37ab2d6994ba53c55eadc169). - LD Continue & Craft / Gamemode Additions: load/continue and gamemode/spawn enhancements (4eb8e70e5d57d87d367bf812eae260546e9cf5c1; 9afa96726f5592253eee1c2e423a58beaa03309c). - Workbench UI: added UI/tooling for task management (e6a959b7b71fe253518151038c5b27bf7d7ff5e4). - RivalsProjetChara BW integration and assets: Evan_L integration, core abilities, ABP integration, plus new assets (fa5e400fbc21b1c9610af617547d786c0cf84f63; ea93bb8b1b567354677e5e99d4c886e6328a1f1d; 316bde42841cef5e5c3320f2f871d3ea485c187e). Major bugs fixed: - Build and spawn workflow fixes addressing build failures and spawn pipeline issues (commits 4df15f18066e71a1785ed1215f028655d2c73e54; 7f2e90965658c88d4db7c2d937f58cb1e71cd178; a997d81b56301786fbec63fe1d2040d0eb4a07ea; aa798a050182b55741ca53891f2901bbf1631ca1; 9868d763ffa1b10f8411eb6f6640e068c794e6bf). - General bug fixes including build fixes (23b54e95bf415378d4d311451fae341de5505697; 0f16bbcd55afec0e6b9931fc4ccda49c2e306c1c; 950ade3b958ca61f246d9a4ff3a0d32b2ca8d68a). Overall impact and accomplishments: - Substantial enhancement to gameplay depth and player progression through a robust spawner system, craft/load workflows, and expanded workflows; improved reliability in builds and deployment; broader character lineup with BW integration. Technologies/skills demonstrated: - Gameplay systems design and implementation (Spawner, LD_continue, gamemode/spawn). - Asset pipelines, animation Blueprint (ABP) integration, and asset refactors. - UI tooling development (Workbench) and in-engine task management tooling. - Cross-repo collaboration and disciplined Git practices for multi-repo delivery.
February 2025 performance snapshot: Delivered core gameplay assets and expanded environmental content across two Unreal projects, driving faster iteration cycles, richer play space, and improved asset pipelines. No major bugs recorded for this period; focus remained on feature delivery, integration, and QA readiness. The work enabled tangible business value through enhanced player experience, more scalable level design, and higher asset fidelity across gameplay, UI, and maps. Technologies demonstrated include Unreal Engine asset pipelines (textures, skeletal meshes, materials), audio/visual integration, Blueprint-based gameplay, and environment art workflows.
February 2025 performance snapshot: Delivered core gameplay assets and expanded environmental content across two Unreal projects, driving faster iteration cycles, richer play space, and improved asset pipelines. No major bugs recorded for this period; focus remained on feature delivery, integration, and QA readiness. The work enabled tangible business value through enhanced player experience, more scalable level design, and higher asset fidelity across gameplay, UI, and maps. Technologies demonstrated include Unreal Engine asset pipelines (textures, skeletal meshes, materials), audio/visual integration, Blueprint-based gameplay, and environment art workflows.
January 2025 monthly summary for Skukyky/ProjetMiniGame. Delivered core asset updates and input robustness across Feu_au_poudre and Sweeper features, enhancing visuals, consistency, and controller support. Focused on asset delivery, UI polish, and input ergonomics to improve player experience and enable smoother future iterations. Key changes include a new Feu_au_poudre map asset with UI tweaks (asset-only changes), Sweeper minigame asset additions and cleanup (assets, blueprint, timer, input, and map), and gamepad input handling improvements enabled by bOffsetPlayerGamepadIds.
January 2025 monthly summary for Skukyky/ProjetMiniGame. Delivered core asset updates and input robustness across Feu_au_poudre and Sweeper features, enhancing visuals, consistency, and controller support. Focused on asset delivery, UI polish, and input ergonomics to improve player experience and enable smoother future iterations. Key changes include a new Feu_au_poudre map asset with UI tweaks (asset-only changes), Sweeper minigame asset additions and cleanup (assets, blueprint, timer, input, and map), and gamepad input handling improvements enabled by bOffsetPlayerGamepadIds.
December 2024 summary: Delivered key features and stability fixes across DiscoProject and ProjetMiniGame, expanding gameplay content and improving player focus. Key outcomes: Movable Door System (V2) with rhythm-based mechanics and asset/map updates; Feu_au_poudre mini-game assets/maps/visuals and input mappings; Sweeper game mode with assets, states, and input/config; TPS shooter focus fix via binary asset adjustments. These deliver business value through richer gameplay, faster feature delivery, and a more robust content pipeline.
December 2024 summary: Delivered key features and stability fixes across DiscoProject and ProjetMiniGame, expanding gameplay content and improving player focus. Key outcomes: Movable Door System (V2) with rhythm-based mechanics and asset/map updates; Feu_au_poudre mini-game assets/maps/visuals and input mappings; Sweeper game mode with assets, states, and input/config; TPS shooter focus fix via binary asset adjustments. These deliver business value through richer gameplay, faster feature delivery, and a more robust content pipeline.
November 2024 for Skukyky/DiscoProject: Built testing infrastructure for camera features, integrated Cube Grid Tool and Evan map with extensive LD workflows, resolved a camera reliability issue with a binary update, and connected the LD_And_Character feature to player blueprints and maps. These efforts shorten QA cycles, accelerate design iterations, and strengthen gameplay fidelity.
November 2024 for Skukyky/DiscoProject: Built testing infrastructure for camera features, integrated Cube Grid Tool and Evan map with extensive LD workflows, resolved a camera reliability issue with a binary update, and connected the LD_And_Character feature to player blueprints and maps. These efforts shorten QA cycles, accelerate design iterations, and strengthen gameplay fidelity.
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