
Joey contributed to the BenCour14/DT_Project_Mickey repository over six months, delivering 34 features and resolving 24 bugs to enhance gameplay systems, AI behaviors, and asset management. He implemented core mechanics such as NPC dialog, environmental hazards, and advanced enemy AI using Unreal Engine Blueprints and C++. Joey focused on improving player experience through UI development, controller support, and refined combat and movement systems. His technical approach emphasized robust version control, merge conflict resolution, and asset integrity, ensuring stable builds and efficient iteration. The depth of his work is reflected in comprehensive gameplay enhancements and disciplined maintenance across code and assets.

April 2025 performance summary for BenCour14/DT_Project_Mickey focusing on delivering a higher-fidelity combat experience, physics stability, and robust asset management. Key work spans four areas: Combat System Enhancements, Gravity and Physics Stability, Damage System Expansion, and targeted Maintenance. Delivered assets and code changes across weaponized Vorlith/Vorlings animations, refined combat timing and dash interactions, physics/collision improvements including a Mud collision channel, and a new sound-related damage type enumeration. Completed maintenance patches to align A-button input handling and asset metadata, reducing sync issues and QA churn. Representative commits underpinning delivery include: 8a3605f8064fea66d9265695b297ae0690c266fe (Create BPI_Combat.uasset), 21e0610432247c1fad876228cefd8765d36ba875 (VorlithSqipeDamage), 1bffcf9487ceaa5860a6ee5db9a72c6082fc5d5e (SpitChanges), 89b71bd7950299a8df54a4521c9039e25ed2a229 (Fixed spit timer), 3fd4bb7a6363b784eba6d1d27f3c097f61c41aba (dash passes through enemies); cb64e66dda42d4ec1a509de9d56d0ffc5814bd72 (gravity should be fixed); 3e0e5c53fcf7fe8a3701dfe59b4d93284fc8df02 (Fixed prima gravity and vorlith); 84de364f759f0f7cdd1d849e2b4b9ea302529d17 (Damage Enum for sound); 10ada3d792eced15690e6cffc1c2a2b4cdb65982 (simple but temp fix for A button); aa7ad17ef998cb604ba05eea9de7dc04207cfc79 (enemy changes). Top achievements (3-5): - Combat System Enhancements and Animations: new combat interface asset, Vorlith/Vorlings attack animations, Spit animation; refined timing and dash interaction. - Gravity and Physics Stability: updated gravity behavior, collision handling improvements,Mud collision channel; asset fixes for Vantium/Player. - Damage System Expansion: new damage type enum for sound integrated into stats/player components. - Maintenance and Asset Hygiene: A-button input fix and asset/version metadata alignment to keep assets in sync. - QA/value enabler: improved asset sync reducing regressions and enabling faster iteration cycles.
April 2025 performance summary for BenCour14/DT_Project_Mickey focusing on delivering a higher-fidelity combat experience, physics stability, and robust asset management. Key work spans four areas: Combat System Enhancements, Gravity and Physics Stability, Damage System Expansion, and targeted Maintenance. Delivered assets and code changes across weaponized Vorlith/Vorlings animations, refined combat timing and dash interactions, physics/collision improvements including a Mud collision channel, and a new sound-related damage type enumeration. Completed maintenance patches to align A-button input handling and asset metadata, reducing sync issues and QA churn. Representative commits underpinning delivery include: 8a3605f8064fea66d9265695b297ae0690c266fe (Create BPI_Combat.uasset), 21e0610432247c1fad876228cefd8765d36ba875 (VorlithSqipeDamage), 1bffcf9487ceaa5860a6ee5db9a72c6082fc5d5e (SpitChanges), 89b71bd7950299a8df54a4521c9039e25ed2a229 (Fixed spit timer), 3fd4bb7a6363b784eba6d1d27f3c097f61c41aba (dash passes through enemies); cb64e66dda42d4ec1a509de9d56d0ffc5814bd72 (gravity should be fixed); 3e0e5c53fcf7fe8a3701dfe59b4d93284fc8df02 (Fixed prima gravity and vorlith); 84de364f759f0f7cdd1d849e2b4b9ea302529d17 (Damage Enum for sound); 10ada3d792eced15690e6cffc1c2a2b4cdb65982 (simple but temp fix for A button); aa7ad17ef998cb604ba05eea9de7dc04207cfc79 (enemy changes). Top achievements (3-5): - Combat System Enhancements and Animations: new combat interface asset, Vorlith/Vorlings attack animations, Spit animation; refined timing and dash interaction. - Gravity and Physics Stability: updated gravity behavior, collision handling improvements,Mud collision channel; asset fixes for Vantium/Player. - Damage System Expansion: new damage type enum for sound integrated into stats/player components. - Maintenance and Asset Hygiene: A-button input fix and asset/version metadata alignment to keep assets in sync. - QA/value enabler: improved asset sync reducing regressions and enabling faster iteration cycles.
March 2025 Monthly Summary – BenCour14/DT_Project_Mickey Key focus: stability, asset integrity, and gameplay consistency to accelerate QA readiness and reduce regressions. Delivered concrete improvements to asset management, camera behavior, and combat mechanics, enabling smoother player experiences and faster iteration cycles for the team. Overall impact: Improved asset reliability across critical gameplay assets, reduced camera lag, and re-enabled core combat behavior for the Vorling, contributing to a more stable release pipeline and higher confidence in the main branch.
March 2025 Monthly Summary – BenCour14/DT_Project_Mickey Key focus: stability, asset integrity, and gameplay consistency to accelerate QA readiness and reduce regressions. Delivered concrete improvements to asset management, camera behavior, and combat mechanics, enabling smoother player experiences and faster iteration cycles for the team. Overall impact: Improved asset reliability across critical gameplay assets, reduced camera lag, and re-enabled core combat behavior for the Vorling, contributing to a more stable release pipeline and higher confidence in the main branch.
February 2025 performance summary for BenCour14/DT_Project_Mickey: Focused on delivering gameplay enhancements, stabilizing the codebase, and updating visuals/assets to drive better player experience while maintaining release quality. Key features delivered include revamping the respawn and enemy spawn system for improved pacing, implementing a Bubble gameplay element, and updating asset-driven behaviors (BP_Player visuals, BTDecorator_LineCastCheck.uasset, and zip transitions). Major stability and quality improvements were achieved by resolving merge conflicts across multiple branches, reverting an unintended merge from main to restore branch state, and fixing core gameplay interactions (player shooting and enemy movement). Additional work addressed hub timer initialization, dialogue/zipline issues, and reduced debug residue. Added eyeball puzzle content for new gameplay element. Overall impact: smoother gameplay, more engaging visuals, fewer merge-related risks, and a stronger foundation for future iterations. Technologies/skills demonstrated: Unreal Engine asset/Blueprint updates, gameplay scripting, version control discipline, debugging and asset updates.
February 2025 performance summary for BenCour14/DT_Project_Mickey: Focused on delivering gameplay enhancements, stabilizing the codebase, and updating visuals/assets to drive better player experience while maintaining release quality. Key features delivered include revamping the respawn and enemy spawn system for improved pacing, implementing a Bubble gameplay element, and updating asset-driven behaviors (BP_Player visuals, BTDecorator_LineCastCheck.uasset, and zip transitions). Major stability and quality improvements were achieved by resolving merge conflicts across multiple branches, reverting an unintended merge from main to restore branch state, and fixing core gameplay interactions (player shooting and enemy movement). Additional work addressed hub timer initialization, dialogue/zipline issues, and reduced debug residue. Added eyeball puzzle content for new gameplay element. Overall impact: smoother gameplay, more engaging visuals, fewer merge-related risks, and a stronger foundation for future iterations. Technologies/skills demonstrated: Unreal Engine asset/Blueprint updates, gameplay scripting, version control discipline, debugging and asset updates.
Summary for 2025-01 (BenCour14/DT_Project_Mickey): Delivered core gameplay enhancements and stability improvements that increase player engagement and expand content value. Key features delivered include controller support on the title screen to improve accessibility and onboarding for console players; Mud Volume Environmental Hazard introducing strategic movement constraints and related asset updates; Asset updates and content expansion including new enemies and Brandon's Level to extend play sessions; Enhanced Enemy AI System (General and Vorling) with improved chase behavior, line-of-sight, leaps, and wandering; and a sweeping mechanism edge-case fix that stabilizes interactions in smaller maps. The work drives business value by improving accessibility, depth, and retention while reducing runtime edge-case issues. Technologies and skills demonstrated include Unreal Engine blueprint integration, asset pipeline updates, gameplay systems design (controller input, environmental hazards, AI), and rigorous debugging of edge cases across maps and UI.
Summary for 2025-01 (BenCour14/DT_Project_Mickey): Delivered core gameplay enhancements and stability improvements that increase player engagement and expand content value. Key features delivered include controller support on the title screen to improve accessibility and onboarding for console players; Mud Volume Environmental Hazard introducing strategic movement constraints and related asset updates; Asset updates and content expansion including new enemies and Brandon's Level to extend play sessions; Enhanced Enemy AI System (General and Vorling) with improved chase behavior, line-of-sight, leaps, and wandering; and a sweeping mechanism edge-case fix that stabilizes interactions in smaller maps. The work drives business value by improving accessibility, depth, and retention while reducing runtime edge-case issues. Technologies and skills demonstrated include Unreal Engine blueprint integration, asset pipeline updates, gameplay systems design (controller input, environmental hazards, AI), and rigorous debugging of edge cases across maps and UI.
December 2024 monthly summary for BenCour14/DT_Project_Mickey. Delivered core gameplay features, AI enhancements, UI foundation, and stability improvements, driving player engagement and enabling faster feature iterations. Notable outcomes include NPC dialog system with Prima interactions, persistent upgrade retention after death, Active Reload UI, new NPCs and advanced AI behaviors, and targeted dash/reload fixes to improve combat pacing and stability.
December 2024 monthly summary for BenCour14/DT_Project_Mickey. Delivered core gameplay features, AI enhancements, UI foundation, and stability improvements, driving player engagement and enabling faster feature iterations. Notable outcomes include NPC dialog system with Prima interactions, persistent upgrade retention after death, Active Reload UI, new NPCs and advanced AI behaviors, and targeted dash/reload fixes to improve combat pacing and stability.
November 2024 performance summary for BenCour14/DT_Project_Mickey. Delivered a substantial feature set, improved movement/UX fidelity, and reinforced build stability through targeted bug fixes and infrastructure work. The month focused on expanding gameplay loops, enhancing feedback, and streamlining development workflows to accelerate iteration and reduce risk.
November 2024 performance summary for BenCour14/DT_Project_Mickey. Delivered a substantial feature set, improved movement/UX fidelity, and reinforced build stability through targeted bug fixes and infrastructure work. The month focused on expanding gameplay loops, enhancing feedback, and streamlining development workflows to accelerate iteration and reduce risk.
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