
Joseph Khan developed core gameplay systems and level content for the Liammwy/TimeHavenGames repository, focusing on player mechanics, camera systems, and UI/UX polish. He engineered features such as time-slow, super jump, and fire breath abilities using Unreal Engine Blueprints and C++, integrating Niagara particle effects and FMOD audio for immersive feedback. Joseph refactored input handling and collision logic to improve reliability and accessibility, while iteratively expanding level design and tutorial systems to support playtesting and onboarding. His work demonstrated depth in asset management, configuration, and debugging, resulting in stable, scalable gameplay loops and maintainable code that accelerated feature delivery.

April 2025 performance highlights for Liammwy/TimeHavenGames: major expansion of Timeslow and Superjump experiences, stabilization of core gameplay, and focused UI/UX polish. Key outcomes include new traversal options, improved level building, and reliable collectibles, supported by targeted bug fixes that reduce edge-case failures and enhance visual fidelity. These efforts drive player engagement, content completeness, and maintainability.
April 2025 performance highlights for Liammwy/TimeHavenGames: major expansion of Timeslow and Superjump experiences, stabilization of core gameplay, and focused UI/UX polish. Key outcomes include new traversal options, improved level building, and reliable collectibles, supported by targeted bug fixes that reduce edge-case failures and enhance visual fidelity. These efforts drive player engagement, content completeness, and maintainability.
March 2025 monthly summary for Liammwy/TimeHavenGames: This sprint delivered a strong blend of accessibility, control stability, and visual polish across core gameplay and hub areas, while addressing critical progression blockers and stability issues. The team focused on aligning input, camera, and movement systems with level design to reduce player friction and support upcoming content. What was delivered: - Gamepad accessibility and input robustness: - Quit button on the start menu now reliably responds to gamepad input (commit e1e644cf3401c5683fe7d674860f7bbe8eff9d22). - Core player controls and camera flow improvements: - Refined how player controls update in fixed camera sections and aligned jumping movement with walking movement (commits 434d982b5bca14b2ab0fae9452708513c1090538 and ca38e1c4a21e6cf21fb31ed41f36cc86cc8d30e3). - Progression and level collider fixes: - Fixed collider and progression issues in the Super Jump 2D level, unlocking reliable progression paths after the tutorial and fire breath levels (commits 735b880b757a7d64a753d1b108a59ce622dad4c1, 107b88ef207a6b550edd76fec61bad20f0f1ae85, c72cb0b4d8ad05cee92910cb7ba2ec3c80d581d7, 14c10d5448c9e72d09be2d01077b63ee02c4e6f8). - Visual polish and UX improvements: - Hub level portal visual separation enhanced with a fence; camera visuals enhanced with snowfall particles and end-of-level zoom effects; overall improvements to world visuals (commits 75a7ec8263050a97c4fcff1e18bba85e3304797b, 54a48cf2e38e6e2ef9cf930c2d29b384f206e498, 5ce260eca9046607a303a5b6f614fe1df1822dd0). - Time slow level polish including audio consistency and opening area expansion (commits 0c081b053a8139a663399964828d885912137c15, ca426cd40d564151b937d10fe3064eeb5f0842ca). - Stability and reliability improvements: - Removed fog from all levels to prevent crashes, improving runtime stability and player experience (commit 7c0c7de84e6aab9f2d35353378cb362fef813b1d). - Camera system cleanup work and related visuals prepared groundwork for more predictable camera behavior (summary of related changes across camera track and visuals). - Miscellaneous enhancements: - Checkpoints now reset the camera and the player's rotation for a consistent re-entry state (commit ae025d4f6c50b379a09c8ab6705a954d83ce331c). - Hat descriptions added and minor polish to Fire Breath level; fog volume reductions to improve performance and clarity (commits 9a176149fadd6932567e3220486b135b173bdb27, 4dafa96336eaae2a4b2aec4e1df81b857db63dec, 108d4eef86a7d5a8f58ce04b0c439aaf2722bd62). Overall impact and business value: - Reduced onboarding friction and improved accessibility for players using gamepads, broadening potential audience. - Stabilized core gameplay loops through controlled camera behavior, reliable jumping/hover mechanics, and robust progression paths in key levels. - Substantial visual polish and UX improvements increased perceived quality and player retention, while performance-focused tweaks (fog removal) reduced crash risk. - Set the stage for upcoming Super Jump content with established collider logic, level progression, and camera behavior foundations. Technologies and skills demonstrated: - Gameplay programming and input handling (gamepad accessibility, movement/jump flow). - Level design integration and collider/physics fixes for reliable progression. - Camera systems, track refactoring, and visual effects (snowfall, end-of-level zoom). - Visual polish, art alignment (hub visuals, background models, colored land) and performance optimization (fog reductions). - Cross-functional collaboration across input, physics, rendering, and level design to deliver cohesive improvements.
March 2025 monthly summary for Liammwy/TimeHavenGames: This sprint delivered a strong blend of accessibility, control stability, and visual polish across core gameplay and hub areas, while addressing critical progression blockers and stability issues. The team focused on aligning input, camera, and movement systems with level design to reduce player friction and support upcoming content. What was delivered: - Gamepad accessibility and input robustness: - Quit button on the start menu now reliably responds to gamepad input (commit e1e644cf3401c5683fe7d674860f7bbe8eff9d22). - Core player controls and camera flow improvements: - Refined how player controls update in fixed camera sections and aligned jumping movement with walking movement (commits 434d982b5bca14b2ab0fae9452708513c1090538 and ca38e1c4a21e6cf21fb31ed41f36cc86cc8d30e3). - Progression and level collider fixes: - Fixed collider and progression issues in the Super Jump 2D level, unlocking reliable progression paths after the tutorial and fire breath levels (commits 735b880b757a7d64a753d1b108a59ce622dad4c1, 107b88ef207a6b550edd76fec61bad20f0f1ae85, c72cb0b4d8ad05cee92910cb7ba2ec3c80d581d7, 14c10d5448c9e72d09be2d01077b63ee02c4e6f8). - Visual polish and UX improvements: - Hub level portal visual separation enhanced with a fence; camera visuals enhanced with snowfall particles and end-of-level zoom effects; overall improvements to world visuals (commits 75a7ec8263050a97c4fcff1e18bba85e3304797b, 54a48cf2e38e6e2ef9cf930c2d29b384f206e498, 5ce260eca9046607a303a5b6f614fe1df1822dd0). - Time slow level polish including audio consistency and opening area expansion (commits 0c081b053a8139a663399964828d885912137c15, ca426cd40d564151b937d10fe3064eeb5f0842ca). - Stability and reliability improvements: - Removed fog from all levels to prevent crashes, improving runtime stability and player experience (commit 7c0c7de84e6aab9f2d35353378cb362fef813b1d). - Camera system cleanup work and related visuals prepared groundwork for more predictable camera behavior (summary of related changes across camera track and visuals). - Miscellaneous enhancements: - Checkpoints now reset the camera and the player's rotation for a consistent re-entry state (commit ae025d4f6c50b379a09c8ab6705a954d83ce331c). - Hat descriptions added and minor polish to Fire Breath level; fog volume reductions to improve performance and clarity (commits 9a176149fadd6932567e3220486b135b173bdb27, 4dafa96336eaae2a4b2aec4e1df81b857db63dec, 108d4eef86a7d5a8f58ce04b0c439aaf2722bd62). Overall impact and business value: - Reduced onboarding friction and improved accessibility for players using gamepads, broadening potential audience. - Stabilized core gameplay loops through controlled camera behavior, reliable jumping/hover mechanics, and robust progression paths in key levels. - Substantial visual polish and UX improvements increased perceived quality and player retention, while performance-focused tweaks (fog removal) reduced crash risk. - Set the stage for upcoming Super Jump content with established collider logic, level progression, and camera behavior foundations. Technologies and skills demonstrated: - Gameplay programming and input handling (gamepad accessibility, movement/jump flow). - Level design integration and collider/physics fixes for reliable progression. - Camera systems, track refactoring, and visual effects (snowfall, end-of-level zoom). - Visual polish, art alignment (hub visuals, background models, colored land) and performance optimization (fog reductions). - Cross-functional collaboration across input, physics, rendering, and level design to deliver cohesive improvements.
February 2025 — Liammwy/TimeHavenGames: Consolidated progress across Super Jump and Fire Breath levels, advanced tutorial systems, and visual/NPC enhancements, while strengthening gameplay reliability and playtest readiness. Delivered level design improvements, polish passes, and build/UX improvements that accelerate QA and onboarding, focusing on business value and a polished player experience.
February 2025 — Liammwy/TimeHavenGames: Consolidated progress across Super Jump and Fire Breath levels, advanced tutorial systems, and visual/NPC enhancements, while strengthening gameplay reliability and playtest readiness. Delivered level design improvements, polish passes, and build/UX improvements that accelerate QA and onboarding, focusing on business value and a polished player experience.
January 2025 monthly summary for Liammwy/TimeHavenGames. Delivered foundational gameplay enhancements and robust integration of new systems, accompanied by targeted bug fixes and QA scaffolding to accelerate future development. Emphasis on business value included improving player control, expanding capabilities for combat and traversal, and stabilizing core interactions across multiple subsystems for a better player experience and easier future feature parity.
January 2025 monthly summary for Liammwy/TimeHavenGames. Delivered foundational gameplay enhancements and robust integration of new systems, accompanied by targeted bug fixes and QA scaffolding to accelerate future development. Emphasis on business value included improving player control, expanding capabilities for combat and traversal, and stabilizing core interactions across multiple subsystems for a better player experience and easier future feature parity.
December 2024 focused on delivering a scalable, gameplay-enhancing power-up framework, accelerating playtesting readiness, and stabilizing core mechanics to reduce post-alpha issues. Key outcomes include a refactored power-up system with new abilities, a new flame breath offense, and UI/gamepad improvements that streamline QA and iteration cycles. Early demo/test levels and a dedicated power manager underpin rapid feature validation and asset testing, enabling faster business value realization through richer gameplay and more reliable releases.
December 2024 focused on delivering a scalable, gameplay-enhancing power-up framework, accelerating playtesting readiness, and stabilizing core mechanics to reduce post-alpha issues. Key outcomes include a refactored power-up system with new abilities, a new flame breath offense, and UI/gamepad improvements that streamline QA and iteration cycles. Early demo/test levels and a dedicated power manager underpin rapid feature validation and asset testing, enabling faster business value realization through richer gameplay and more reliable releases.
November 2024 performance summary for Liammwy/TimeHavenGames. Delivered foundational gameplay systems, world-building refinements, and AlphaHub/demo enhancements that improve player experience, stability, and stakeholder visibility. Implemented a robust time-slow mechanism with clean separation into PowerSystem (BPC_TimeSlow) and ensured correct behavior on death/respawn. Introduced gameplay polish for movement (hover, jumping, rotation snapping) and robust camera handling, while expanding alpha-level content and test infrastructure for faster iteration.
November 2024 performance summary for Liammwy/TimeHavenGames. Delivered foundational gameplay systems, world-building refinements, and AlphaHub/demo enhancements that improve player experience, stability, and stakeholder visibility. Implemented a robust time-slow mechanism with clean separation into PowerSystem (BPC_TimeSlow) and ensured correct behavior on death/respawn. Introduced gameplay polish for movement (hover, jumping, rotation snapping) and robust camera handling, while expanding alpha-level content and test infrastructure for faster iteration.
2024-10: Key configuration and branding improvements for Liammwy/TimeHavenGames. Focused on build reliability and onboarding experience through targeted fixes and a project settings refresh.
2024-10: Key configuration and branding improvements for Liammwy/TimeHavenGames. Focused on build reliability and onboarding experience through targeted fixes and a project settings refresh.
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