
Joseph Khan contributed to the Liammwy/TimeHavenGames repository by building and refining core gameplay features, onboarding flows, and testing infrastructure over five months. He implemented level design and cutscene progression using Unreal Engine Blueprints, improved build configuration with INI and JSON updates, and integrated new assets to enhance player experience. Joseph addressed collision and input handling issues, stabilized spawn points, and personalized tutorials, resulting in smoother onboarding and more reliable gameplay. His work included automating test environments and optimizing map configuration, demonstrating depth in configuration management and asset integration. These efforts improved release reliability and accelerated quality assurance cycles for the project.

April 2025 monthly summary for Liammwy/TimeHavenGames: Focused on delivering core gameplay features, visual polish, and UI stability while improving onboarding and player engagement. Key work included Time Slow Level foundation and end-cutscene progression, camera input reliability, personalized tutorials, new penguin character asset integration, and scarf UI cleanup. These changes provided clearer progression, enhanced player experience, and a more scalable asset/UI pipeline. Commit highlights across features/bugs are included below to show concrete changes and traceability.
April 2025 monthly summary for Liammwy/TimeHavenGames: Focused on delivering core gameplay features, visual polish, and UI stability while improving onboarding and player engagement. Key work included Time Slow Level foundation and end-cutscene progression, camera input reliability, personalized tutorials, new penguin character asset integration, and scarf UI cleanup. These changes provided clearer progression, enhanced player experience, and a more scalable asset/UI pipeline. Commit highlights across features/bugs are included below to show concrete changes and traceability.
March 2025 monthly summary for Liammwy/TimeHavenGames: Focused delivery on gameplay content and reliable project configuration to improve player experience and release readiness. Key features delivered include adding a cannon section to TimeSlowLevel and updating engine association in the project file. Major bugs fixed include the Hub Level spawn point misplacement, ensuring players spawn correctly on entry, and icicle asset issues resolved as part of the TimeSlowLevel update. Overall impact: expanded gameplay content, more reliable player entry, and smoother build processes. Technologies and skills demonstrated: Unreal Engine level design and configuration, asset troubleshooting, map configuration, and project/file management with commit-level traceability.
March 2025 monthly summary for Liammwy/TimeHavenGames: Focused delivery on gameplay content and reliable project configuration to improve player experience and release readiness. Key features delivered include adding a cannon section to TimeSlowLevel and updating engine association in the project file. Major bugs fixed include the Hub Level spawn point misplacement, ensuring players spawn correctly on entry, and icicle asset issues resolved as part of the TimeSlowLevel update. Overall impact: expanded gameplay content, more reliable player entry, and smoother build processes. Technologies and skills demonstrated: Unreal Engine level design and configuration, asset troubleshooting, map configuration, and project/file management with commit-level traceability.
February 2025: Delivered core onboarding and gameplay stability improvements for Liammwy/TimeHavenGames. Implemented build-inclusive onboarding content (tutorial and two cutscenes) to accelerate tester validation and reduce release risk. Fixed audio-visual desynchronization by decoupling the time-slow audio, and improved level playability by removing cylinder collision from LandPillarLarge and updating related assets. These changes improve user experience, speed up QA cycles, and strengthen the game's foundation for upcoming features.
February 2025: Delivered core onboarding and gameplay stability improvements for Liammwy/TimeHavenGames. Implemented build-inclusive onboarding content (tutorial and two cutscenes) to accelerate tester validation and reduce release risk. Fixed audio-visual desynchronization by decoupling the time-slow audio, and improved level playability by removing cylinder collision from LandPillarLarge and updating related assets. These changes improve user experience, speed up QA cycles, and strengthen the game's foundation for upcoming features.
December 2024: Implemented startup map configuration improvements for TimeHavenGames, changing the default startup map from TutorialLevel to LiamUI and extending MapsToCook to include additional maps for build and pre-game loading. These changes enhance first-run experience, shorten pre-game setup, and improve build reliability and consistency across releases. All changes are tracked against a single feature branch with a focused commit set to support upcoming content.
December 2024: Implemented startup map configuration improvements for TimeHavenGames, changing the default startup map from TutorialLevel to LiamUI and extending MapsToCook to include additional maps for build and pre-game loading. These changes enhance first-run experience, shorten pre-game setup, and improve build reliability and consistency across releases. All changes are tracked against a single feature branch with a focused commit set to support upcoming content.
Month: 2024-11. Focused on enhancing testing fidelity and stabilizing test environments for TimeHavenGames. Added land model testing assets to accelerate QA and automated testing. Fixed icicle test level spawn point to prevent clipping, improving reliability and play experience. These work items reduce testing friction and support faster iteration on gameplay models.
Month: 2024-11. Focused on enhancing testing fidelity and stabilizing test environments for TimeHavenGames. Added land model testing assets to accelerate QA and automated testing. Fixed icicle test level spawn point to prevent clipping, improving reliability and play experience. These work items reduce testing friction and support faster iteration on gameplay models.
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