
Mathis Denamur developed and refined gameplay, UI, and animation systems across several Unreal Engine repositories, including Skukyky/DiscoProject and RxTeK/RivalsProjetChara. Over six months, he delivered features such as widget-driven menus, timeline progression, multiplayer HUDs, and animation retargeting, using UnrealScript, uasset, and INI configuration. His work included integrating audio and visual effects, stabilizing input handling for split-screen multiplayer, and implementing save systems to support persistent game state. Mathis’s technical approach emphasized asset management, modular UI development, and robust configuration management, resulting in reliable, scalable features that improved player feedback, onboarding, and iteration speed across multiple game projects.

April 2025 (RxTeK/RivalsProjetChara) focused on feature polish and asset stability for the Rivals project. Key accomplishments include delivering visual polish for Winter Soldier and implementing a Marvel Rivals kill marker feature, alongside asset updates that enhanced visual fidelity and gameplay feedback. A regression was fixed by updating the dummy map test asset LVL_TestMathis.umap with asset/configuration adjustments (no code changes). Overall impact: stronger player feedback, improved asset stability, and a smoother iteration cycle for future enhancements.
April 2025 (RxTeK/RivalsProjetChara) focused on feature polish and asset stability for the Rivals project. Key accomplishments include delivering visual polish for Winter Soldier and implementing a Marvel Rivals kill marker feature, alongside asset updates that enhanced visual fidelity and gameplay feedback. A regression was fixed by updating the dummy map test asset LVL_TestMathis.umap with asset/configuration adjustments (no code changes). Overall impact: stronger player feedback, improved asset stability, and a smoother iteration cycle for future enhancements.
March 2025 monthly accomplishments across two repositories (Skukyky/MurderProject and RxTeK/RivalsProjetChara). Deliverables focused on UI/UX polish, expanded gameplay systems, and reliability improvements that boost onboarding, player feedback, and combat depth.
March 2025 monthly accomplishments across two repositories (Skukyky/MurderProject and RxTeK/RivalsProjetChara). Deliverables focused on UI/UX polish, expanded gameplay systems, and reliability improvements that boost onboarding, player feedback, and combat depth.
February 2025: Delivered portal-based gameplay visuals and mechanism in Skukyky/ProjetMiniGame, stabilized multiplayer input handling (split-screen) by correcting gamepad ID offsetting and updating related UI assets, and established a robust UI asset management and initialization framework in Skukyky/MurderProject to support UI work and future UI assets/tests. These efforts improve game reliability in multiplayer, enable richer gameplay experiences, and lay groundwork for efficient UI iteration and asset pipelines across projects.
February 2025: Delivered portal-based gameplay visuals and mechanism in Skukyky/ProjetMiniGame, stabilized multiplayer input handling (split-screen) by correcting gamepad ID offsetting and updating related UI assets, and established a robust UI asset management and initialization framework in Skukyky/MurderProject to support UI work and future UI assets/tests. These efforts improve game reliability in multiplayer, enable richer gameplay experiences, and lay groundwork for efficient UI iteration and asset pipelines across projects.
January 2025 summary: Delivered core gameplay enhancements and UI refinements for Skukyky/ProjetMiniGame, including end-to-end Boogie Bomb and Boogie Zone integration, map navigation improvements, signaling visuals, and Skype-enabled player UI. Implemented critical input reliability fixes and laid groundwork for player data transmission to enable telemetry and future analytics. These efforts drive engagement, improve navigation stability, and position the product for data-driven iterations.
January 2025 summary: Delivered core gameplay enhancements and UI refinements for Skukyky/ProjetMiniGame, including end-to-end Boogie Bomb and Boogie Zone integration, map navigation improvements, signaling visuals, and Skype-enabled player UI. Implemented critical input reliability fixes and laid groundwork for player data transmission to enable telemetry and future analytics. These efforts drive engagement, improve navigation stability, and position the product for data-driven iterations.
December 2024 Performance Summary for Skukyky projects. Delivered foundational UX/UI enhancements, robust input and focus handling, audio/visual polish, and build preparation across two repositories. The work accelerated an upcoming release cycle by establishing persistent game state, enabling multiplayer groundwork, and smoothing end-user onboarding with a polished start screen and accessible tutorial flow. All changes were implemented with a tight feedback loop, addressing critical UI, audio, and gameplay friction while laying the groundwork for future features. Key outcomes include improved controller focus management across UI and gameplay, a cohesive start-menu experience with a new image background, and an enhanced audio system to support responsive UX and immersive gameplay. In ProjetMiniGame, foundational board/camera integration, multi-player HUD groundwork, and a persistence framework now enable save/load capabilities and a scalable base for expansion. High-impact accomplishments were achieved through incremental commits that targeted user experience, reliability, and release-readiness, culminating in packaging preparation for executable builds and a solid platform for next-month feature delivery.
December 2024 Performance Summary for Skukyky projects. Delivered foundational UX/UI enhancements, robust input and focus handling, audio/visual polish, and build preparation across two repositories. The work accelerated an upcoming release cycle by establishing persistent game state, enabling multiplayer groundwork, and smoothing end-user onboarding with a polished start screen and accessible tutorial flow. All changes were implemented with a tight feedback loop, addressing critical UI, audio, and gameplay friction while laying the groundwork for future features. Key outcomes include improved controller focus management across UI and gameplay, a cohesive start-menu experience with a new image background, and an enhanced audio system to support responsive UX and immersive gameplay. In ProjetMiniGame, foundational board/camera integration, multi-player HUD groundwork, and a persistence framework now enable save/load capabilities and a scalable base for expansion. High-impact accomplishments were achieved through incremental commits that targeted user experience, reliability, and release-readiness, culminating in packaging preparation for executable builds and a solid platform for next-month feature delivery.
November 2024 performance summary for Skukyky/DiscoProject: Delivered a comprehensive UX/UI and gameplay polish, centered on a robust HUD, widget-based menus, and a reliable race progression/win pipeline. Completed end-to-end HUD initialization, a glowstick effect, and a power-up progress bar, plus targeted stability fixes. Implemented a widget-driven option/menu architecture, enhanced 2D tutorial flows, and a new UI Win screen. Established a solid timeline progression system with finish-line logic and win events, along with necessary fixes to timing/redirector mechanics. Strengthened dev readiness with dev environment scaffolding and initial gamepad/controller focus management for the main menu.
November 2024 performance summary for Skukyky/DiscoProject: Delivered a comprehensive UX/UI and gameplay polish, centered on a robust HUD, widget-based menus, and a reliable race progression/win pipeline. Completed end-to-end HUD initialization, a glowstick effect, and a power-up progress bar, plus targeted stability fixes. Implemented a widget-driven option/menu architecture, enhanced 2D tutorial flows, and a new UI Win screen. Established a solid timeline progression system with finish-line logic and win events, along with necessary fixes to timing/redirector mechanics. Strengthened dev readiness with dev environment scaffolding and initial gamepad/controller focus management for the main menu.
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