
John Liam Fishman developed core gameplay systems and infrastructure for the Liamschoolprogramming/Game-Tech-2 repository over five months, focusing on scalable architecture and maintainable code. He implemented features such as inventory management, crafting, hazard systems, and a modular machine base, using Unreal Engine with Blueprint scripting and C++. His work included state machines, object interaction, and UI integration, supporting dynamic gameplay loops and clear endgame conditions. By refactoring systems and enhancing asset integration, John improved player experience and developer workflows. The depth of his engineering enabled rapid iteration, reliable progression, and a stable foundation for future content and team collaboration.

December 2025: Delivered endgame enhancements and gameplay polish for Liamschoolprogramming/Game-Tech-2. Focused on completing the final win condition, credits screen, and asset updates to improve engagement and user experience. Implemented integration with the core game loop and verified endgame state transitions. No major bugs reported this period. This work lays a strong foundation for scalable endgame features and continued product quality.
December 2025: Delivered endgame enhancements and gameplay polish for Liamschoolprogramming/Game-Tech-2. Focused on completing the final win condition, credits screen, and asset updates to improve engagement and user experience. Implemented integration with the core game loop and verified endgame state transitions. No major bugs reported this period. This work lays a strong foundation for scalable endgame features and continued product quality.
November 2025 monthly summary for Liamschoolprogramming/Game-Tech-2. Deliveries focus on expanding core gameplay with a new Gold Level, stabilizing hazards and interactions, and boosting developer experience and visuals. The work strengthens player progression, engagement, and maintainability while advancing asset polish and UI tooling.
November 2025 monthly summary for Liamschoolprogramming/Game-Tech-2. Deliveries focus on expanding core gameplay with a new Gold Level, stabilizing hazards and interactions, and boosting developer experience and visuals. The work strengthens player progression, engagement, and maintainability while advancing asset polish and UI tooling.
Concise monthly summary for 2025-10: Implemented foundational gameplay systems and core infrastructure, enabling future content and progression. Key initiatives include: Wall Damage System – initial implementation with hazards, managers, and UI support; Core Level Infrastructure and Machinebase Refactor; Upgrade System and Gameplay Progression foundations; Asset Additions – Core Models and Visuals. Major stabilization included a rollback fix for the wall damage changes. These efforts improved game depth, maintainability, and readiness for content expansion, delivering measurable business value through a scalable architecture and richer player experience.
Concise monthly summary for 2025-10: Implemented foundational gameplay systems and core infrastructure, enabling future content and progression. Key initiatives include: Wall Damage System – initial implementation with hazards, managers, and UI support; Core Level Infrastructure and Machinebase Refactor; Upgrade System and Gameplay Progression foundations; Asset Additions – Core Models and Visuals. Major stabilization included a rollback fix for the wall damage changes. These efforts improved game depth, maintainability, and readiness for content expansion, delivering measurable business value through a scalable architecture and richer player experience.
September 2025 Monthly Summary for Liamschoolprogramming/Game-Tech-2 Key features delivered: - Machine base system: Introduced a robust machine base class with getter/setter accessors and naming support, establishing a scalable foundation for future machine types. (Commits: 3e3db9dc016659be47478f6c808c3e8051bc0156; a727ed72cb1b00217f6ebe53ed787443d2ec6bbe; 412f2d2ca38a4d3bf0ee112dbb9d6e7d91049769) - Active crafting recipe state: Added capacity to set and manage the active crafting recipe, enabling dynamic gameplay loops. (Commit: a68b484c900eea669d610fb3cd59d7ed68ca9efc) - Placement visualization for picked-up objects: Implemented mesh and material feedback to indicate where to place objects when held, improving UX for players and testers. (Commit: 1fd9d1195948dc308f246f95c9268d7e726a13c5) - Feature scaffold and testing HUD: Established a development scaffold with a simple HUD for rapid testing and iteration. (Commits: 7a8120d72e4617f3661a64bbd9f2cba8b4e5815a; 7e14389a6c304a48db3797771df187b19548e9fb) - Blueprint utility library: Added a blueprint function library to centralize common utilities and improve reusability. (Commit: 351719e062e1f78bd5e6b4e80a6fc1b71bda9dec) - Objective system and boiler door objective: Implemented base objective framework with resource handling and feedback, including boiler door objective (#146). (Commits: 4dd889e0d2d43813f4c48c9fcf8c6462896ffff4; 428736b979a512932dea9d23ca5ce5273cca02ad; 815b9d295d03de006d455082f4f1d834f5b8a126; 8dcbfec1a5f67a905488237c467a1415b53a0e88; ec0f2811fd9cd0a9b2025b17ca98ce5b8edb27bd; b43fc832d0a552fa08f3e72a3ca24f6532da0aff; d8c8b1a678426a59ac75b3c4f4991c1bc1dae2c6) - Wave System Enhancements: Introduced a Wave Manager and ensured proper wave progression with load-time resets to prevent progression issues. (Commits: 993018242e6ae6ca4891e39ec872131c3425b561; 50622f143d44f16f0e4e3bbe0eb4996c42fb974b) - Object Interaction and Event System Refactor: Refactored object interaction and extended event management for broader coverage of in-game events. (Commits: 8bd02a7bf266d47f3539e9b0f8b0d6f9b90e3178; 2fc64f4ccfb1ad41efffa784a484702be44f35d3; f1ab03f6e5e33dc6306f6cdbbab6b9440a8493e0) - Gameplay mechanics and system upgrades: Added objective doors, recipe swapping, machine upgrade system, and mesh object placement to enrich core gameplay loops. (Commits: 40566ec06efeb0f8ec765752265563c2f455ea46; 52dafb835598aff1c6a4524922da0ad67cea69bd; 55ba834032feebbf324795619ebf439193e025d7; 51ce1668a40e51908695c5841e91d03b1f5fb940) - Alpha Build Milestone: Marked and supported the initial Alpha build to align with project timelines. (Commit: 82d59a85c9b24abd5e681d55a1add740bad0cadc) Major bugs fixed: - Wave progression stability and load-reset fix completed through the Wave Manager implementation and load-time reset (commits 993018242e6ae6ca4891e39ec872131c3425b561; 50622f143d44f16f0e4e3bbe0eb4996c42fb974b). - Objective resource flow and feedback improvements: ensured objects can take resources from the player and clearly display held vs. needed resources, mitigating user confusion and gameplay stalls (commits ec0f2811fd9cd0a9b2025b17ca98ce5b8edb27bd; b43fc832d0a552fa08f3e72a3ca24f6532da0aff). Overall impact and accomplishments: - Built a cohesive, extensible foundation across core gameplay, UI scaffolding, and tooling, enabling faster feature delivery and more reliable play loops. The work supports early QA cycles, reduces integration risk for future systems, and positions the project for a confident Alpha milestone. Developers gained a repeatable workflow with a centralized blueprint library and testing HUD, accelerating iteration and collaboration. Technologies/skills demonstrated: - Unreal Engine Blueprint and C++ integration, including a Blueprint Function Library for reusable utilities. - Object-oriented design with a robust machine base, objective system, and event-driven architecture. - UX-focused feedback mechanisms (placement visuals, testing HUD) and data-driven resource management for objectives. - CI-friendly commit discipline and traceability through descriptive messages.
September 2025 Monthly Summary for Liamschoolprogramming/Game-Tech-2 Key features delivered: - Machine base system: Introduced a robust machine base class with getter/setter accessors and naming support, establishing a scalable foundation for future machine types. (Commits: 3e3db9dc016659be47478f6c808c3e8051bc0156; a727ed72cb1b00217f6ebe53ed787443d2ec6bbe; 412f2d2ca38a4d3bf0ee112dbb9d6e7d91049769) - Active crafting recipe state: Added capacity to set and manage the active crafting recipe, enabling dynamic gameplay loops. (Commit: a68b484c900eea669d610fb3cd59d7ed68ca9efc) - Placement visualization for picked-up objects: Implemented mesh and material feedback to indicate where to place objects when held, improving UX for players and testers. (Commit: 1fd9d1195948dc308f246f95c9268d7e726a13c5) - Feature scaffold and testing HUD: Established a development scaffold with a simple HUD for rapid testing and iteration. (Commits: 7a8120d72e4617f3661a64bbd9f2cba8b4e5815a; 7e14389a6c304a48db3797771df187b19548e9fb) - Blueprint utility library: Added a blueprint function library to centralize common utilities and improve reusability. (Commit: 351719e062e1f78bd5e6b4e80a6fc1b71bda9dec) - Objective system and boiler door objective: Implemented base objective framework with resource handling and feedback, including boiler door objective (#146). (Commits: 4dd889e0d2d43813f4c48c9fcf8c6462896ffff4; 428736b979a512932dea9d23ca5ce5273cca02ad; 815b9d295d03de006d455082f4f1d834f5b8a126; 8dcbfec1a5f67a905488237c467a1415b53a0e88; ec0f2811fd9cd0a9b2025b17ca98ce5b8edb27bd; b43fc832d0a552fa08f3e72a3ca24f6532da0aff; d8c8b1a678426a59ac75b3c4f4991c1bc1dae2c6) - Wave System Enhancements: Introduced a Wave Manager and ensured proper wave progression with load-time resets to prevent progression issues. (Commits: 993018242e6ae6ca4891e39ec872131c3425b561; 50622f143d44f16f0e4e3bbe0eb4996c42fb974b) - Object Interaction and Event System Refactor: Refactored object interaction and extended event management for broader coverage of in-game events. (Commits: 8bd02a7bf266d47f3539e9b0f8b0d6f9b90e3178; 2fc64f4ccfb1ad41efffa784a484702be44f35d3; f1ab03f6e5e33dc6306f6cdbbab6b9440a8493e0) - Gameplay mechanics and system upgrades: Added objective doors, recipe swapping, machine upgrade system, and mesh object placement to enrich core gameplay loops. (Commits: 40566ec06efeb0f8ec765752265563c2f455ea46; 52dafb835598aff1c6a4524922da0ad67cea69bd; 55ba834032feebbf324795619ebf439193e025d7; 51ce1668a40e51908695c5841e91d03b1f5fb940) - Alpha Build Milestone: Marked and supported the initial Alpha build to align with project timelines. (Commit: 82d59a85c9b24abd5e681d55a1add740bad0cadc) Major bugs fixed: - Wave progression stability and load-reset fix completed through the Wave Manager implementation and load-time reset (commits 993018242e6ae6ca4891e39ec872131c3425b561; 50622f143d44f16f0e4e3bbe0eb4996c42fb974b). - Objective resource flow and feedback improvements: ensured objects can take resources from the player and clearly display held vs. needed resources, mitigating user confusion and gameplay stalls (commits ec0f2811fd9cd0a9b2025b17ca98ce5b8edb27bd; b43fc832d0a552fa08f3e72a3ca24f6532da0aff). Overall impact and accomplishments: - Built a cohesive, extensible foundation across core gameplay, UI scaffolding, and tooling, enabling faster feature delivery and more reliable play loops. The work supports early QA cycles, reduces integration risk for future systems, and positions the project for a confident Alpha milestone. Developers gained a repeatable workflow with a centralized blueprint library and testing HUD, accelerating iteration and collaboration. Technologies/skills demonstrated: - Unreal Engine Blueprint and C++ integration, including a Blueprint Function Library for reusable utilities. - Object-oriented design with a robust machine base, objective system, and event-driven architecture. - UX-focused feedback mechanisms (placement visuals, testing HUD) and data-driven resource management for objectives. - CI-friendly commit discipline and traceability through descriptive messages.
August 2025: Established a scalable gameplay foundation for Game-Tech-2 with project scaffolding and documentation; implemented linetrace-driven interactions and state machine basics; expanded inventory, crafting, and first-person interactables; introduced multi-action support and gameplay tagging; and fixed keypress handling during firing without hits. These efforts improve maintainability, player experience, and throughput for future features while enabling faster delivery of business value.
August 2025: Established a scalable gameplay foundation for Game-Tech-2 with project scaffolding and documentation; implemented linetrace-driven interactions and state machine basics; expanded inventory, crafting, and first-person interactables; introduced multi-action support and gameplay tagging; and fixed keypress handling during firing without hits. These efforts improve maintainability, player experience, and throughput for future features while enabling faster delivery of business value.
Overview of all repositories you've contributed to across your timeline