
Kim developed foundational level content for the NbcampUnreal/2nd-Team7-Final-Project repository, focusing on scalable architecture for rapid iteration. Over two months, Kim built the Lobby Base Camp and UGTemple levels, integrating a Gimmick Spawner to support future gameplay adjustments. Using Unreal Engine, Blueprint, and C++, Kim established a workflow that linked 3D assets directly to level geometry, enabling efficient asset integration and layout updates. The work emphasized traceable commits and modular design, allowing for quick content placement tweaks and streamlined QA. This approach laid the groundwork for main hall expansion and facilitated ongoing gameplay and visual enhancements without major refactoring.

November 2025—NbcampUnreal/2nd-Team7-Final-Project: Delivered the temple-level visuals and initial layout, establishing the visual framework for the temple area and enabling further gameplay polish. Work focused on asset integration and layout updates to support progression toward the main hall expansion.
November 2025—NbcampUnreal/2nd-Team7-Final-Project: Delivered the temple-level visuals and initial layout, establishing the visual framework for the temple area and enabling further gameplay polish. Work focused on asset integration and layout updates to support progression toward the main hall expansion.
October 2025 — Delivered foundational level content for the NbcampUnreal project, including Lobby Base Camp and UGTemple levels, plus an initial Gimmick Spawner. Completed the high-level structure and laid groundwork for subsequent layout, gimmick tuning, and future adjustments. This supports the roadmap to expand hub areas and enable iterative gameplay design with minimal refactor across the project. Overall impact: Created scalable level architecture enabling rapid content iteration and future adjustments, improving time-to-delivery for new hub areas and gameplay variability. Technology/skills demonstrated: Unreal Engine level design, blueprint/systems integration, and commit-driven traceability for feature delivery.
October 2025 — Delivered foundational level content for the NbcampUnreal project, including Lobby Base Camp and UGTemple levels, plus an initial Gimmick Spawner. Completed the high-level structure and laid groundwork for subsequent layout, gimmick tuning, and future adjustments. This supports the roadmap to expand hub areas and enable iterative gameplay design with minimal refactor across the project. Overall impact: Created scalable level architecture enabling rapid content iteration and future adjustments, improving time-to-delivery for new hub areas and gameplay variability. Technology/skills demonstrated: Unreal Engine level design, blueprint/systems integration, and commit-driven traceability for feature delivery.
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