
Over four months, Imwaves developed modular weapon and collecting systems for the Ewan-DuplessisK/PFE_FTJ_Proto and Loris-Moreau/UE_Traversal repositories, focusing on maintainability and extensibility. He refactored asset management, introduced reusable C++ and Blueprint components, and implemented features such as aim assist, projectile logic, and dynamic progression gates. Using Unreal Engine and object-oriented programming, he stabilized core gameplay by resolving collision, animation, and input issues, while enhancing usability with UI improvements and documentation updates. His work established scalable foundations for future content, reduced integration risk, and improved iteration speed, demonstrating depth in system design, code organization, and cross-team collaboration.

May 2025 monthly summary for Ewan-DuplessisK/PFE_FTJ_Proto focused on modularizing and stabilizing the weapon subsystem, with substantial refactoring, asset hygiene, and targeting improvements that deliver business value through maintainability, reliability, and quicker iteration cycles.
May 2025 monthly summary for Ewan-DuplessisK/PFE_FTJ_Proto focused on modularizing and stabilizing the weapon subsystem, with substantial refactoring, asset hygiene, and targeting improvements that deliver business value through maintainability, reliability, and quicker iteration cycles.
April 2025: Core weapon system overhaul delivered for Ewan-DuplessisK/PFE_FTJ_Proto, enabling Interactable and Projectile support, weapon components, melee hitbox, melee/throw animations, grapeshot, and drop logic, along with a migration cleanup removing the old Weapon system. UI and input enhancements include Interactable widget highlighting, IMC keyboard control, and AimAssist integration. A broad set of attachment, physics, and spawning fixes were implemented (mesh sockets/props, interactable mapping, muzzle spawning, transforms, projectile properties, collisions). These changes improve gameplay fidelity, enable faster feature iteration, and increase stability for future extensions.
April 2025: Core weapon system overhaul delivered for Ewan-DuplessisK/PFE_FTJ_Proto, enabling Interactable and Projectile support, weapon components, melee hitbox, melee/throw animations, grapeshot, and drop logic, along with a migration cleanup removing the old Weapon system. UI and input enhancements include Interactable widget highlighting, IMC keyboard control, and AimAssist integration. A broad set of attachment, physics, and spawning fixes were implemented (mesh sockets/props, interactable mapping, muzzle spawning, transforms, projectile properties, collisions). These changes improve gameplay fidelity, enable faster feature iteration, and increase stability for future extensions.
March 2025 monthly recap for repository Ewan-DuplessisK/PFE_FTJ_Proto: The primary focus was expanding the weapon arsenal and refactoring asset management to support future growth. The work delivered new weapon and pickup assets, broadened the in-game arsenal, and removed obsolete weapon enum assets to streamline management. This data-driven refactor reduces maintenance overhead and sets up smoother integration for future content.
March 2025 monthly recap for repository Ewan-DuplessisK/PFE_FTJ_Proto: The primary focus was expanding the weapon arsenal and refactoring asset management to support future growth. The work delivered new weapon and pickup assets, broadened the in-game arsenal, and removed obsolete weapon enum assets to streamline management. This data-driven refactor reduces maintenance overhead and sets up smoother integration for future content.
During December 2024, shipped the core Collecting System for UE_Traversal, enabling gatherers, collectables, coins/hearts, goal tracking, and boss-door interactions. Refactored architecture by moving collectible components into Features/Collecting_System, and introduced reusable pieces (CoinGoalManager, Heart mesh) to improve maintainability and future content reuse. Implemented and wired progression gates through door interactions (BP_BossDoor and BP_CollectAllCoins_ToOpenDoor) with dynamic RequiredCount support. Stabilized gameplay logic and visuals with fixes to CollectAllToGoal equality checks and coin subdivision/animation, complemented by test coverage to ensure reliability. Established a scalable, designer-friendly foundation that supports level progression and future content while reducing integration risk across teams.
During December 2024, shipped the core Collecting System for UE_Traversal, enabling gatherers, collectables, coins/hearts, goal tracking, and boss-door interactions. Refactored architecture by moving collectible components into Features/Collecting_System, and introduced reusable pieces (CoinGoalManager, Heart mesh) to improve maintainability and future content reuse. Implemented and wired progression gates through door interactions (BP_BossDoor and BP_CollectAllCoins_ToOpenDoor) with dynamic RequiredCount support. Stabilized gameplay logic and visuals with fixes to CollectAllToGoal equality checks and coin subdivision/animation, complemented by test coverage to ensure reliability. Established a scalable, designer-friendly foundation that supports level progression and future content while reducing integration risk across teams.
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