
Over two months, contributed to the NbcampUnreal/2nd-Team1-Final-Project repository by building foundational UI systems for a Tycoon game mode and delivering scalable, data-driven interfaces for inventory management using Unreal Engine and C++. Developed interactive widgets for gameplay features such as restaurant entry, cooking, and inventory, refactoring UI logic to improve maintainability. In June, focused on gameplay balance, implementing global tuning for weapons, monsters, and progression, while enhancing combat feedback with refined VFX and integrating ambient audio assets. Demonstrated strengths in asset management, data-driven design, and disciplined version control, resulting in smoother progression, clearer rewards, and a richer player experience.
June 2025 monthly wrap-up for NbcampUnreal/2nd-Team1-Final-Project. Focused on delivering core gameplay balance improvements, visual polish, and atmospheric assets to strengthen player pacing, engagement, and business value. Key features delivered include a global balance pass across weapons, monsters, relics, and progression pricing; improved combat feedback via refined weapon trail visuals; and new ambient BGM across forest, desert, and cave environments. Major fixes/adjustments included data-driven balance corrections and safeguards, such as reverting an unintended relic change and targeted tuning of kill-based damage and pricing. Overall impact: smoother progression, clearer rewards, and richer game atmosphere, contributing to increased retention and monetization potential. Technologies/skills demonstrated: data-driven balancing in Unreal Engine, VFX integration for weapon trails, audio asset pipelines, and disciplined version-controlled iterativе QA.
June 2025 monthly wrap-up for NbcampUnreal/2nd-Team1-Final-Project. Focused on delivering core gameplay balance improvements, visual polish, and atmospheric assets to strengthen player pacing, engagement, and business value. Key features delivered include a global balance pass across weapons, monsters, relics, and progression pricing; improved combat feedback via refined weapon trail visuals; and new ambient BGM across forest, desert, and cave environments. Major fixes/adjustments included data-driven balance corrections and safeguards, such as reverting an unintended relic change and targeted tuning of kill-based damage and pricing. Overall impact: smoother progression, clearer rewards, and richer game atmosphere, contributing to increased retention and monetization potential. Technologies/skills demonstrated: data-driven balancing in Unreal Engine, VFX integration for weapon trails, audio asset pipelines, and disciplined version-controlled iterativе QA.
May 2025 — Delivered foundational UI work for Tycoon game mode and implemented a data-driven approach for the Refrigerator UI, establishing scalable UI architecture and groundwork for interactive gameplay. Key accomplishments include delivering Tycoon Game Mode UI foundations and a data-driven refactor for the refrigerator UI. No major bugs fixed in this period; focus was on feature delivery and maintainability.
May 2025 — Delivered foundational UI work for Tycoon game mode and implemented a data-driven approach for the Refrigerator UI, establishing scalable UI architecture and groundwork for interactive gameplay. Key accomplishments include delivering Tycoon Game Mode UI foundations and a data-driven refactor for the refrigerator UI. No major bugs fixed in this period; focus was on feature delivery and maintainability.

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