
Simon Lenain contributed to the PFE-CLAY/DiamondProjectTeam03 repository by building and refining core gameplay features, level prototypes, and UI systems over six months. He developed and integrated assets, maps, and interactive elements using Unreal Engine and UnrealScript, focusing on rapid iteration and maintainable workflows. Simon’s work included consolidating level design pipelines, enhancing asset management, and delivering new environments such as the Control Center and Hourglass levels. He addressed gameplay stability through targeted bug fixes and improved collision detection, while also polishing UI/UX and audio-visual feedback. The depth of his engineering enabled faster testing cycles and scalable content expansion for the team.

Month: 2025-10 | Repositories: PFE-CLAY/DiamondProjectTeam03 Overview: - Focused on stabilizing and accelerating level prototyping workflows and asset refresh cycles, enabling faster testing and iteration of game levels. Delivered a substantive expansion to the Level Design (LD) toolkit and environment while consolidating map assets across the DiamondProjectTeam03 repo. Key features delivered: - Level Prototyping and Map Asset Refresh: Consolidated creation and updates of level prototype maps and assets to enable rapid testing and iteration of game levels. - Notable commits include: 726b7ea4cf6840a1e600c95aec9b6a6907bd236a (Create TestBS2Simon.umap); 605e17506c8cd7fc7574f2565ac724c59f24921f (Update TestBS2Simon.umap); a5e4de2183cb6be772fa29121a8633855bd92e49 (Update TestBS2Simon.umap); b04adc2a8d469fd55c981706c11050606f5952ea (Debut NewMapOverview); 0c2d024ea5185bcfb1011a26dc3c4014662f6181 (New Map Overview orga); a45f7eb107728e3272b0cad636bc152ead719276 (Update TestWorldMap.umap); 7f38369c07306ea94396a133c7716eb568658413 ([EDIT] New map); c7a5c508a333bc475d942f101d8c3546adfe5f9b ([EDIT] Rearrengement); 07bcead69a157eb9202bd25e31e0cf9937bbd047 ([ADD] LD iterations Sim); d5634bc4d2e238b91d86a013b34807fc6164fb18 ([EDIT] Simon Iterations + Edit map proto); 002904a4a1863218c456318c48011ed80563761c ( [EDIT][LD] BIG ASSEMBLAGE NOUVELLE MAP); 405ac4f302a1298abcdcc07ad088f4c4ad9c9de6 ([EDIT][LD] L_Pyramid + valeures UI dash); b700c09a9d9b07aa695187b2e9640c9b8e1f61f3 ([GD][EDIT] L_controlcenter + Modif juice preplan); 34f5380cf0e513ee8e89ceed469b82ddc3f39b94 (Update TestBS2Simon.umap); 0482ebedf921be1a0f8eb6c45388cc5e2f8c63e3 ([LD][EDIT] L spawn + pyramid); 458769620477005c232a3f10d9b89cb08cdc6f60 ([LD][ADD] Improved Spawn with breakable and decals); 1db486018cf89133d20b7ce0b087ebc37ef39c5a ([LD][EDIT] Push); 01d730b0252d7fd94f92c2272f7197adc7101eba ([]LD[EDIT] L Persistant adjustements). - Impact: Streamlined asset updates and map assembly for rapid prototyping; reduces iteration time and risk of asset-desync during level testing. - Control Center Level Expansion: Adds a new control center level environment and replaces older version, including juice preplan assets and related level design updates. - Notable commit: f82a5dc938e593cb8693f66598eea7b024129827 ([LD][EDIT] Add L Control Center). - Impact: Provides a refreshed gameplay hub with updated design language and preplanned resource flows to accelerate level completion and playtesting. Major bugs fixed / stabilization improvements: - No explicit bug tickets were logged in the provided data; however, the month’s work focused on stabilizing the map prototyping pipeline and asset synchronization across levels, reducing asset-reference errors and iteration friction. Improvements include streamlined spawn logic, consolidated map assets, and organizational changes to map overviews that lower rework risk during testing. Overall impact and accomplishments: - Established a robust foundation for rapid level testing and future expansions by consolidating level prototype creation, refreshing map assets, and adding a new, redesigned Control Center level. - Delivered measurable improvements in iteration speed, asset consistency, and testing coverage, supporting faster gameplay validation and design reviews. - Demonstrated end-to-end proficiency in level design, asset management, version control hygiene, and cross-team collaboration. Technologies/skills demonstrated: - Unreal Engine / Level Design, map prototyping, and asset management - Git-based version control with granular, descriptive commits - Level design iteration patterns (Sim iterations, LD iterations, UI dash integration) - Asset organization and scoping for scalable maps and environments
Month: 2025-10 | Repositories: PFE-CLAY/DiamondProjectTeam03 Overview: - Focused on stabilizing and accelerating level prototyping workflows and asset refresh cycles, enabling faster testing and iteration of game levels. Delivered a substantive expansion to the Level Design (LD) toolkit and environment while consolidating map assets across the DiamondProjectTeam03 repo. Key features delivered: - Level Prototyping and Map Asset Refresh: Consolidated creation and updates of level prototype maps and assets to enable rapid testing and iteration of game levels. - Notable commits include: 726b7ea4cf6840a1e600c95aec9b6a6907bd236a (Create TestBS2Simon.umap); 605e17506c8cd7fc7574f2565ac724c59f24921f (Update TestBS2Simon.umap); a5e4de2183cb6be772fa29121a8633855bd92e49 (Update TestBS2Simon.umap); b04adc2a8d469fd55c981706c11050606f5952ea (Debut NewMapOverview); 0c2d024ea5185bcfb1011a26dc3c4014662f6181 (New Map Overview orga); a45f7eb107728e3272b0cad636bc152ead719276 (Update TestWorldMap.umap); 7f38369c07306ea94396a133c7716eb568658413 ([EDIT] New map); c7a5c508a333bc475d942f101d8c3546adfe5f9b ([EDIT] Rearrengement); 07bcead69a157eb9202bd25e31e0cf9937bbd047 ([ADD] LD iterations Sim); d5634bc4d2e238b91d86a013b34807fc6164fb18 ([EDIT] Simon Iterations + Edit map proto); 002904a4a1863218c456318c48011ed80563761c ( [EDIT][LD] BIG ASSEMBLAGE NOUVELLE MAP); 405ac4f302a1298abcdcc07ad088f4c4ad9c9de6 ([EDIT][LD] L_Pyramid + valeures UI dash); b700c09a9d9b07aa695187b2e9640c9b8e1f61f3 ([GD][EDIT] L_controlcenter + Modif juice preplan); 34f5380cf0e513ee8e89ceed469b82ddc3f39b94 (Update TestBS2Simon.umap); 0482ebedf921be1a0f8eb6c45388cc5e2f8c63e3 ([LD][EDIT] L spawn + pyramid); 458769620477005c232a3f10d9b89cb08cdc6f60 ([LD][ADD] Improved Spawn with breakable and decals); 1db486018cf89133d20b7ce0b087ebc37ef39c5a ([LD][EDIT] Push); 01d730b0252d7fd94f92c2272f7197adc7101eba ([]LD[EDIT] L Persistant adjustements). - Impact: Streamlined asset updates and map assembly for rapid prototyping; reduces iteration time and risk of asset-desync during level testing. - Control Center Level Expansion: Adds a new control center level environment and replaces older version, including juice preplan assets and related level design updates. - Notable commit: f82a5dc938e593cb8693f66598eea7b024129827 ([LD][EDIT] Add L Control Center). - Impact: Provides a refreshed gameplay hub with updated design language and preplanned resource flows to accelerate level completion and playtesting. Major bugs fixed / stabilization improvements: - No explicit bug tickets were logged in the provided data; however, the month’s work focused on stabilizing the map prototyping pipeline and asset synchronization across levels, reducing asset-reference errors and iteration friction. Improvements include streamlined spawn logic, consolidated map assets, and organizational changes to map overviews that lower rework risk during testing. Overall impact and accomplishments: - Established a robust foundation for rapid level testing and future expansions by consolidating level prototype creation, refreshing map assets, and adding a new, redesigned Control Center level. - Delivered measurable improvements in iteration speed, asset consistency, and testing coverage, supporting faster gameplay validation and design reviews. - Demonstrated end-to-end proficiency in level design, asset management, version control hygiene, and cross-team collaboration. Technologies/skills demonstrated: - Unreal Engine / Level Design, map prototyping, and asset management - Git-based version control with granular, descriptive commits - Level design iteration patterns (Sim iterations, LD iterations, UI dash integration) - Asset organization and scoping for scalable maps and environments
June 2025 performance summary for DiamondProjectTeam03. The month focused on delivering a robust Hourglass level and a suite of UI/UX, audio-visual, and stability improvements that collectively drive gameplay quality, user engagement, and development velocity. Business value was realized through tangible level progression, polished interactions, and enhanced feedback loops for players and stakeholders.
June 2025 performance summary for DiamondProjectTeam03. The month focused on delivering a robust Hourglass level and a suite of UI/UX, audio-visual, and stability improvements that collectively drive gameplay quality, user engagement, and development velocity. Business value was realized through tangible level progression, polished interactions, and enhanced feedback loops for players and stakeholders.
In May 2025, I delivered a major consolidation of Hourglass functionality and backstage integration for DiamondProjectTeam03, while strengthening core gameplay, visuals, and cross-component stability. The effort focused on delivering business value through smoother player experience, faster authoring, and robust platform integration across Hourglass, Backstage, Backroom, BP Platform, and related subsystems. Key decisions emphasized reliability, performance, and maintainability, enabling the team to ship richer levels with fewer regressions.
In May 2025, I delivered a major consolidation of Hourglass functionality and backstage integration for DiamondProjectTeam03, while strengthening core gameplay, visuals, and cross-component stability. The effort focused on delivering business value through smoother player experience, faster authoring, and robust platform integration across Hourglass, Backstage, Backroom, BP Platform, and related subsystems. Key decisions emphasized reliability, performance, and maintainability, enabling the team to ship richer levels with fewer regressions.
In April 2025, DiamondProjectTeam03 delivered core hub and level enhancements, expanded content, and improved asset organization, driving player engagement and streamlined workflows. The work focused on delivering tangible features for navigation, gameplay richness, and scalable content management, while addressing stability and integration across Simon-related levels.
In April 2025, DiamondProjectTeam03 delivered core hub and level enhancements, expanded content, and improved asset organization, driving player engagement and streamlined workflows. The work focused on delivering tangible features for navigation, gameplay richness, and scalable content management, while addressing stability and integration across Simon-related levels.
Concise monthly summary for 2025-03 focused on feature delivery and engineering impact for DiamondProjectTeam03.
Concise monthly summary for 2025-03 focused on feature delivery and engineering impact for DiamondProjectTeam03.
February 2025 (2025-02) Monthly Summary for DiamondProjectTeam03 1) Key features delivered - TestMapSimon: Test Map Asset Creation and Updates. Added a new binary test map and integrated it into the testing pipeline. Asset relocated within the project for better organization. Map data updated (Overview.umap and TestMapSimon.umap). 2) Major bugs fixed - No explicit bug fixes recorded this month. Primary work focused on asset creation, relocation, and data updates to support testing and QA. 3) Overall impact and accomplishments - Strengthened testability of core gameplay mechanics and level design by providing a ready-to-use test map asset and properly organized asset repository. - Improved asset discoverability and maintainability, reducing setup time for QA and devs; enabled safer future iterations through clear change history. 4) Technologies/skills demonstrated - Unreal Engine asset management (map assets in .umap), asset relocation within a large project, version-controlled changes with descriptive commits, and data-driven map updates for testing scenarios.
February 2025 (2025-02) Monthly Summary for DiamondProjectTeam03 1) Key features delivered - TestMapSimon: Test Map Asset Creation and Updates. Added a new binary test map and integrated it into the testing pipeline. Asset relocated within the project for better organization. Map data updated (Overview.umap and TestMapSimon.umap). 2) Major bugs fixed - No explicit bug fixes recorded this month. Primary work focused on asset creation, relocation, and data updates to support testing and QA. 3) Overall impact and accomplishments - Strengthened testability of core gameplay mechanics and level design by providing a ready-to-use test map asset and properly organized asset repository. - Improved asset discoverability and maintainability, reducing setup time for QA and devs; enabled safer future iterations through clear change history. 4) Technologies/skills demonstrated - Unreal Engine asset management (map assets in .umap), asset relocation within a large project, version-controlled changes with descriptive commits, and data-driven map updates for testing scenarios.
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