
Guillem Alqueza contributed to Burned-Games/W40K-TLM by delivering a broad set of gameplay, audio, and visual features, focusing on level progression, asset management, and interactive systems. He overhauled door and checkpoint logic, enhanced the save system, and expanded the audio landscape using Lua and Wwise, ensuring dynamic, state-driven sound. His work included shader programming for new visual effects, code and asset cleanup for maintainability, and defensive programming to prevent runtime issues. By integrating 3D models and optimizing the asset pipeline, Guillem improved both player experience and development workflows, demonstrating depth in C++, Lua scripting, and graphics programming.

June 2025: Delivered a broad, high-impact set of 12 features across core gameplay, visuals, UI, and tooling for Burned-Games/W40K-TLM, with a strong focus on stability, performance, and maintainability. Key outcomes include level progression overhaul (doors for levels 1 and 2, new checkpoint, and final lever for level 2), a Visual Effects upgrade (shield shader, plant transparency, new VFX textures), and a streamlined asset pipeline. Extensive code cleanup and crash-prevention checks reduce runtime risk and simplify future maintenance. Added UI utilities and asset hygiene improvements to accelerate UI development and asset integration, plus 여러 interaction refinements to improve player experience.
June 2025: Delivered a broad, high-impact set of 12 features across core gameplay, visuals, UI, and tooling for Burned-Games/W40K-TLM, with a strong focus on stability, performance, and maintainability. Key outcomes include level progression overhaul (doors for levels 1 and 2, new checkpoint, and final lever for level 2), a Visual Effects upgrade (shield shader, plant transparency, new VFX textures), and a streamlined asset pipeline. Extensive code cleanup and crash-prevention checks reduce runtime risk and simplify future maintenance. Added UI utilities and asset hygiene improvements to accelerate UI development and asset integration, plus 여러 interaction refinements to improve player experience.
May 2025 (2025-05) monthly summary for Burned-Games/W40K-TLM. Delivered substantive gameplay subsystem improvements, targeted bug fixes, and comprehensive code and asset hygiene that improve player experience, stability, and maintainability. Key work focused on the door and checkpoint systems, healing and state persistence, asset management, and on_exit behavior, with a strong emphasis on keeping production-ready changes small, reviewable, and easy to iterate on.
May 2025 (2025-05) monthly summary for Burned-Games/W40K-TLM. Delivered substantive gameplay subsystem improvements, targeted bug fixes, and comprehensive code and asset hygiene that improve player experience, stability, and maintainability. Key work focused on the door and checkpoint systems, healing and state persistence, asset management, and on_exit behavior, with a strong emphasis on keeping production-ready changes small, reviewable, and easy to iterate on.
April 2025 monthly summary for Burned-Games/W40K-TLM: Key feature deliveries include lever-based Level 1 door puzzle enhancements, Level 1 scene data refinement, and a comprehensive overhaul of the player progress save system. These efforts improved interactive gameplay, data integrity, and save reliability, contributing to a smoother onboarding experience and more robust game state management. While no explicit bug fixes are documented this month, the changes reduce edge-case issues through targeted data and saving logic improvements and lay groundwork for future stability and scalability.
April 2025 monthly summary for Burned-Games/W40K-TLM: Key feature deliveries include lever-based Level 1 door puzzle enhancements, Level 1 scene data refinement, and a comprehensive overhaul of the player progress save system. These efforts improved interactive gameplay, data integrity, and save reliability, contributing to a smoother onboarding experience and more robust game state management. While no explicit bug fixes are documented this month, the changes reduce edge-case issues through targeted data and saving logic improvements and lay groundwork for future stability and scalability.
March 2025 Monthly Summary for Burned-Games/W40K-TLM focusing on establishing a robust audio foundation and expanding the audio landscape to support immersive gameplay. Delivered a streamlined audio development workflow, expanded sound and music assets, and state-aware audio containers to enable dynamic, context-driven audio experiences.
March 2025 Monthly Summary for Burned-Games/W40K-TLM focusing on establishing a robust audio foundation and expanding the audio landscape to support immersive gameplay. Delivered a streamlined audio development workflow, expanded sound and music assets, and state-aware audio containers to enable dynamic, context-driven audio experiences.
December 2024: Delivered Graphics/Simulation Core Data Processing & Rendering Pipeline Enhancements for the Jumping-Jack project, establishing a robust foundation for rendering and physics workflows. No major bugs fixed this month. Impact: improved rendering fidelity, more accurate physics/simulation pipelines, and a solid baseline for upcoming features in CITM-MOBILE-DEVICES-TERRASSA/Jumping-Jack. Technologies/skills demonstrated: low-level data processing, mathematical modeling, rendering pipeline optimization, and cross-module integration across the repository.
December 2024: Delivered Graphics/Simulation Core Data Processing & Rendering Pipeline Enhancements for the Jumping-Jack project, establishing a robust foundation for rendering and physics workflows. No major bugs fixed this month. Impact: improved rendering fidelity, more accurate physics/simulation pipelines, and a solid baseline for upcoming features in CITM-MOBILE-DEVICES-TERRASSA/Jumping-Jack. Technologies/skills demonstrated: low-level data processing, mathematical modeling, rendering pipeline optimization, and cross-module integration across the repository.
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