
Jens Kaerger developed core gameplay and UI systems for the Prophecy-of-Ash repository over three months, focusing on scalable, data-driven architecture in Unreal Engine using C++ and Blueprint scripting. Jens delivered a comprehensive UI/UX overhaul, including HUD, menu systems, and a Compass Bar for player navigation, integrating new assets and refining input mapping for improved onboarding and retention. He implemented a modular dialogue system supporting NPC interactions and quest logic, and updated FMOD audio plugins to enhance the asset pipeline. Jens’s work demonstrated strong asset management, version control, and a commit-driven workflow, resulting in robust, maintainable features without introducing regressions.

Monthly summary for 2025-07: Delivered the Compass Bar UI feature for Prophecy-of-Ash with initial assets, UI integration, and HUD support to provide a navigational aid to players. Known limitation: Compass rotation with the camera is not implemented yet. Impact: improves player orientation and exploration, supports onboarding, and reduces time to locate objectives. Next steps include implementing camera-aligned rotation, refining visuals, and expanding cartography tools. Technologies/skills demonstrated: Unreal Engine UI (UMG), Blueprint widgets, Materials/Textures, HUD integration, asset pipeline, and version-control hygiene.
Monthly summary for 2025-07: Delivered the Compass Bar UI feature for Prophecy-of-Ash with initial assets, UI integration, and HUD support to provide a navigational aid to players. Known limitation: Compass rotation with the camera is not implemented yet. Impact: improves player orientation and exploration, supports onboarding, and reduces time to locate objectives. Next steps include implementing camera-aligned rotation, refining visuals, and expanding cartography tools. Technologies/skills demonstrated: Unreal Engine UI (UMG), Blueprint widgets, Materials/Textures, HUD integration, asset pipeline, and version-control hygiene.
Monthly summary for 2025-05 focusing on the Prophecy-of-Ash repo. Highlights include Pause Menu System UI/input enhancements and a bug fix; Dialogue System Overhaul with data-driven architecture; Core Gameplay and Quest System foundation; FMOD plugin updates. Emphasizes business value, user experience improvements, and robust technical architecture.
Monthly summary for 2025-05 focusing on the Prophecy-of-Ash repo. Highlights include Pause Menu System UI/input enhancements and a bug fix; Dialogue System Overhaul with data-driven architecture; Core Gameplay and Quest System foundation; FMOD plugin updates. Emphasizes business value, user experience improvements, and robust technical architecture.
April 2025 — Prophecy-of-Ash UI/UX overhaul: Delivered a cohesive UI refresh across the HUD and core menus, integrated a UI framework, and refined input mappings. Implemented a HUD with character stats and player data, Start/Main/Pause menus, new UI assets, and an ExitGame button. Input mappings were aligned with standard keyboard controls (Pause mapped to Escape). This update establishes a scalable foundation for richer options, settings, and analytics-driven features, improving onboarding, navigation, and player retention.
April 2025 — Prophecy-of-Ash UI/UX overhaul: Delivered a cohesive UI refresh across the HUD and core menus, integrated a UI framework, and refined input mappings. Implemented a HUD with character stats and player data, Start/Main/Pause menus, new UI assets, and an ExitGame button. Input mappings were aligned with standard keyboard controls (Pause mapped to Escape). This update establishes a scalable foundation for richer options, settings, and analytics-driven features, improving onboarding, navigation, and player retention.
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