
Mathias Lust contributed to interactive game environments across the CoeurDeVilleEnLumiere and BayouEnviroStorytelling repositories, focusing on level design, gameplay systems, and UI development. He built and iterated on blockout foundations, asset integration, and collision systems using Unreal Engine Blueprints and INI scripting, enabling rapid prototyping and scalable world-building. Mathias implemented dialogue engines, interaction frameworks, and audio-visual feedback pipelines, addressing gameplay stability and player experience. His work included shader development, animation integration, and bug fixing, resulting in robust, maintainable code. The depth of his engineering ensured reliable feature delivery, improved iteration cycles, and enhanced player immersion throughout the development process.

June 2025 — CoeurDeVilleEnLumiere/CoeurDeVilleEnLumiere performance and features review. This month delivered significant gameplay improvements, UI enhancements, and robust stability fixes across Peyrou, Tram, Ice, and visual/audio feedback systems, driving better player experience and engagement while ensuring maintainable code and scalable design. Key features delivered: - Peyrou Blockout Enhancements with GPE integration: consolidated blockout additions and Peyrou-related adjustments with GPE integration in Peyrou. Notable commits include d18c04dee2379e6396a7778c902919e631ae673b, 10fb16699a067c061efdbc033c46dea34a168582, 903882cd2c3e22cb02a940c1f77f18a8c74f0ac8, 7627154faecd889ae3fefd556ace08c52d65ba34, 4796fdaa0c454bfa70591c37d6d67b9b11d7a29e. - Tram System Enhancements: added tram variations, renamed tramlines, vertical tram, tram lights, and trams fixed across the system. Commits include 0b55a20fd9697ea3c04ff8b51ced6f58d16e319c, 76fb59a3beef2b93473a8f631bdce71c3fa7ecf2, 7d071f0720e580b7bd73db0fdc237537fbf5efc9, a3f2f1f3b09bdc285a47f1311b486fa850dd705c, 2f471325da35ecb9d534be27d455f2e58bfc18ea. - UI Enhancements: Timer UI added to improve in-game pacing and feedback; commits include 9a20c43fcb42e22ea46db373b0c801a32e783a19.\n-Rails Glow Visuals: glow effects for rails to enhance visibility and aesthetics; commits include 49a170192f3da83e49bd10ec5598d55f3819e03e, 50b295fab2dc89fda4e096eb385d71b494cb2e77. - Ice System Enhancements: comprehensive updates to Ice Pools, Center Ice Pool, Ice Chunk Manager, and Ice Manager integration (e.g., 2406cc9b94a0f37d377228959b6d3e8b21b43986, 1af6bcc7ece4b47a558749f6e575a80fd10961dd, 12c51061e23aff7d0c4780333af41295f49e387c, 379e24b877b277be0f0e1a4937c8bca27c442402, 3444d63566d669fc0bf446107c5ec49affc97ba0). - Camera Shake Feature: added and refined camera shake behavior to enhance gameplay feel; commit db601b0fba8f08ef85f6c0b448795ef87d8840b1. - Peyrou Map Update: Peyrou map updates to align with new blockouts and collision rules (commit e9e1e269d08d52cd4bbcfb992fb742421026878c). - Items on JDP / Sound PDA / Visual audio feedback: several features added to items, SFX, and UI feedback improving immersion (various commits listed in the input). Major bugs fixed: - Ice Pool Bug: resolved issues with ice pool behavior ([Fix] Ice Pool Bug) — 65fb36e4b93a9d109ffa127083161328e301f296. - Hole Bug: prevented both players getting stuck in a hole ([Fix] Both players in hole bug) — d6c3f57ca63989d5a7b129aa4d8b21ed30802d0d. - Ice System Bugs: addressed sinking Ice Manger and Tram Rail Signs ([Fix] Sinking Ice Manger & Tram Rail Signs) — ae6c33e23156d26541d95bedf2568209bc92230f. - Peyrou Collisions Bug: fixed collisions on Peyrou area ([Fix] Collisions on Peyrou) — 0f92801b46f5b7b2b3a992c0bca20bbb58a108ef. - Nav Modifiers: corrected navigation modifiers behavior ([Add] Fix on Nav Modifiers) — 593513f7639dfb399e81e99557a84c2118ec9eed. - Ice Chunks texture/FX bugs: texture issues resolved and FX updates ([Fix] Ice chunk texture; [Fix] Ice Effects; [Update] Ice FX Mid Fix) — 5d80f042465ebd39c214bf15c8f37b5f26761631, 0a51aa220aa4a0335bd52cb1d22610b9315c80a1, d2d7758230f61ef3da46012899f32c0f793b7d9e. Overall impact and accomplishments: - Substantial elevation of gameplay fidelity and player feedback through enhanced Peyrou blockouts, tram dynamics, and glowing rails visuals, resulting in more engaging and believable environments. - Strong improvements in stability and correctness across core gameplay systems (ice mechanics, collision handling, navigation), reducing edge-case failures and improving consistency across rounds. - Richer audio-visual feedback (PDA, SFX, VFX, animations) supporting clearer player cues and satisfaction, while maintaining performance through targeted refactors and cleanup. - Code quality and maintainability gains from cleanup efforts (PC cleanup, skeleton sockets, ABP/animations upgrades, and removal of unused references) enabling faster iteration and future feature work. Technologies/skills demonstrated: - Animation Blueprint (ABP) architecture, Animations V2, and ABP updates; animation integration in combat and UI flows. - Unreal Engine-like systems: Ice Manager integration, Ice Chunk Manager, movement/collision systems, and advanced camera behavior. - Visual and audio feedback pipelines: VFX on bush, glow rails, item pickup FX, SFX on character and Ice Pool events, tram sounds and horn. - UI/UX: Timer UI, winner signs, and HUD refinements for clearer game state indication. - Code hygiene and maintainability: extensive cleanup, skeleton sockets, BP references cleanup, and refactors for stability. Business value: - Delivers noticeable improvements to player immersion and satisfaction, while strengthening system reliability for ongoing live iterations and future expansion (e.g., new Peyrou scenarios and extended tram variants). - Reduces defect rate in critical gameplay loops (ice systems, collisions, and navigation), enabling more confident releases and faster feature delivery in the next sprint.
June 2025 — CoeurDeVilleEnLumiere/CoeurDeVilleEnLumiere performance and features review. This month delivered significant gameplay improvements, UI enhancements, and robust stability fixes across Peyrou, Tram, Ice, and visual/audio feedback systems, driving better player experience and engagement while ensuring maintainable code and scalable design. Key features delivered: - Peyrou Blockout Enhancements with GPE integration: consolidated blockout additions and Peyrou-related adjustments with GPE integration in Peyrou. Notable commits include d18c04dee2379e6396a7778c902919e631ae673b, 10fb16699a067c061efdbc033c46dea34a168582, 903882cd2c3e22cb02a940c1f77f18a8c74f0ac8, 7627154faecd889ae3fefd556ace08c52d65ba34, 4796fdaa0c454bfa70591c37d6d67b9b11d7a29e. - Tram System Enhancements: added tram variations, renamed tramlines, vertical tram, tram lights, and trams fixed across the system. Commits include 0b55a20fd9697ea3c04ff8b51ced6f58d16e319c, 76fb59a3beef2b93473a8f631bdce71c3fa7ecf2, 7d071f0720e580b7bd73db0fdc237537fbf5efc9, a3f2f1f3b09bdc285a47f1311b486fa850dd705c, 2f471325da35ecb9d534be27d455f2e58bfc18ea. - UI Enhancements: Timer UI added to improve in-game pacing and feedback; commits include 9a20c43fcb42e22ea46db373b0c801a32e783a19.\n-Rails Glow Visuals: glow effects for rails to enhance visibility and aesthetics; commits include 49a170192f3da83e49bd10ec5598d55f3819e03e, 50b295fab2dc89fda4e096eb385d71b494cb2e77. - Ice System Enhancements: comprehensive updates to Ice Pools, Center Ice Pool, Ice Chunk Manager, and Ice Manager integration (e.g., 2406cc9b94a0f37d377228959b6d3e8b21b43986, 1af6bcc7ece4b47a558749f6e575a80fd10961dd, 12c51061e23aff7d0c4780333af41295f49e387c, 379e24b877b277be0f0e1a4937c8bca27c442402, 3444d63566d669fc0bf446107c5ec49affc97ba0). - Camera Shake Feature: added and refined camera shake behavior to enhance gameplay feel; commit db601b0fba8f08ef85f6c0b448795ef87d8840b1. - Peyrou Map Update: Peyrou map updates to align with new blockouts and collision rules (commit e9e1e269d08d52cd4bbcfb992fb742421026878c). - Items on JDP / Sound PDA / Visual audio feedback: several features added to items, SFX, and UI feedback improving immersion (various commits listed in the input). Major bugs fixed: - Ice Pool Bug: resolved issues with ice pool behavior ([Fix] Ice Pool Bug) — 65fb36e4b93a9d109ffa127083161328e301f296. - Hole Bug: prevented both players getting stuck in a hole ([Fix] Both players in hole bug) — d6c3f57ca63989d5a7b129aa4d8b21ed30802d0d. - Ice System Bugs: addressed sinking Ice Manger and Tram Rail Signs ([Fix] Sinking Ice Manger & Tram Rail Signs) — ae6c33e23156d26541d95bedf2568209bc92230f. - Peyrou Collisions Bug: fixed collisions on Peyrou area ([Fix] Collisions on Peyrou) — 0f92801b46f5b7b2b3a992c0bca20bbb58a108ef. - Nav Modifiers: corrected navigation modifiers behavior ([Add] Fix on Nav Modifiers) — 593513f7639dfb399e81e99557a84c2118ec9eed. - Ice Chunks texture/FX bugs: texture issues resolved and FX updates ([Fix] Ice chunk texture; [Fix] Ice Effects; [Update] Ice FX Mid Fix) — 5d80f042465ebd39c214bf15c8f37b5f26761631, 0a51aa220aa4a0335bd52cb1d22610b9315c80a1, d2d7758230f61ef3da46012899f32c0f793b7d9e. Overall impact and accomplishments: - Substantial elevation of gameplay fidelity and player feedback through enhanced Peyrou blockouts, tram dynamics, and glowing rails visuals, resulting in more engaging and believable environments. - Strong improvements in stability and correctness across core gameplay systems (ice mechanics, collision handling, navigation), reducing edge-case failures and improving consistency across rounds. - Richer audio-visual feedback (PDA, SFX, VFX, animations) supporting clearer player cues and satisfaction, while maintaining performance through targeted refactors and cleanup. - Code quality and maintainability gains from cleanup efforts (PC cleanup, skeleton sockets, ABP/animations upgrades, and removal of unused references) enabling faster iteration and future feature work. Technologies/skills demonstrated: - Animation Blueprint (ABP) architecture, Animations V2, and ABP updates; animation integration in combat and UI flows. - Unreal Engine-like systems: Ice Manager integration, Ice Chunk Manager, movement/collision systems, and advanced camera behavior. - Visual and audio feedback pipelines: VFX on bush, glow rails, item pickup FX, SFX on character and Ice Pool events, tram sounds and horn. - UI/UX: Timer UI, winner signs, and HUD refinements for clearer game state indication. - Code hygiene and maintainability: extensive cleanup, skeleton sockets, BP references cleanup, and refactors for stability. Business value: - Delivers noticeable improvements to player immersion and satisfaction, while strengthening system reliability for ongoing live iterations and future expansion (e.g., new Peyrou scenarios and extended tram variants). - Reduces defect rate in critical gameplay loops (ice systems, collisions, and navigation), enabling more confident releases and faster feature delivery in the next sprint.
May 2025 focused on establishing robust level-blockout foundations and design environments to accelerate iterative workflow and improve rendering fidelity in the CoeurDeVilleEnLumiere project. Delivered four feature blocks across Peyrou, Jardin des Plantes (JDP), Comedie, and Level Design Foundations, each enabling earlier layout work, faster iteration cycles, and scalable design validation. Key outcomes include consolidated Peyrou blockout assets, maps, and shaders to support visual testing; JDP top-down and blockout assets to kick off layout work; Comedie base blocking to establish design progression; and a foundational set of test levels and environmental elements to support ongoing world-building. These efforts demonstrate proficiency in shader work, blocking workflows, test environment creation, and asset provisioning, delivering measurable business value through faster iteration, more consistent visuals, and scalable design pipelines. No critical bugs recorded in this scope.
May 2025 focused on establishing robust level-blockout foundations and design environments to accelerate iterative workflow and improve rendering fidelity in the CoeurDeVilleEnLumiere project. Delivered four feature blocks across Peyrou, Jardin des Plantes (JDP), Comedie, and Level Design Foundations, each enabling earlier layout work, faster iteration cycles, and scalable design validation. Key outcomes include consolidated Peyrou blockout assets, maps, and shaders to support visual testing; JDP top-down and blockout assets to kick off layout work; Comedie base blocking to establish design progression; and a foundational set of test levels and environmental elements to support ongoing world-building. These efforts demonstrate proficiency in shader work, blocking workflows, test environment creation, and asset provisioning, delivering measurable business value through faster iteration, more consistent visuals, and scalable design pipelines. No critical bugs recorded in this scope.
March 2025 (2025-03) monthly summary highlighting foundational improvements for interactive storytelling, dialogue, UI, and gameplay systems, with stable feature delivery and targeted bug fixes across the BayouEnviroStorytelling project. Established the core framework for dialogue and interactions, delivered key gameplay mechanics (doll system, attic/UI features), advanced dialogue UI polish, and laid groundwork for audio and GPE systems, while addressing critical stability issues to ensure smooth player experiences across upcoming milestones.
March 2025 (2025-03) monthly summary highlighting foundational improvements for interactive storytelling, dialogue, UI, and gameplay systems, with stable feature delivery and targeted bug fixes across the BayouEnviroStorytelling project. Established the core framework for dialogue and interactions, delivered key gameplay mechanics (doll system, attic/UI features), advanced dialogue UI polish, and laid groundwork for audio and GPE systems, while addressing critical stability issues to ensure smooth player experiences across upcoming milestones.
February 2025 — Mathys-Hymon/WS-Vehicle-ArtFX: Completed Level 1 design and asset finalization, establishing a solid foundation for continued development and QA. Delivered end-to-end Level 1 blockout, map updates, asset and decal integration, and collision refinements with metrics integration to enable data-driven decisions.
February 2025 — Mathys-Hymon/WS-Vehicle-ArtFX: Completed Level 1 design and asset finalization, establishing a solid foundation for continued development and QA. Delivered end-to-end Level 1 blockout, map updates, asset and decal integration, and collision refinements with metrics integration to enable data-driven decisions.
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