
Matt Liegeois contributed to the CoeurDeVilleEnLumiere repository by developing and refining core gameplay features, focusing on VFX system integration, camera and tram enhancements, and robust UI/UX improvements. He addressed gameplay stability by fixing scoring logic, data integrity, and interaction bugs, while also optimizing asset placement and collision systems. Working primarily with C#, Unreal Engine Blueprints, and data assets, Matt managed complex asset pipelines and implemented performance-conscious scene optimizations. His work demonstrated depth in debugging across animation, physics, and input subsystems, resulting in a more reliable, visually engaging player experience and a maintainable codebase for ongoing development.

During 2025-06, the team delivered critical features, stabilized core gameplay, and advanced visual fidelity while laying groundwork for ongoing improvements. The work focused on delivering business value through reliable scoring, richer visuals, and smoother user experiences, with measurable improvements to stability and UX. Key features delivered: - VFX system integration across characters, tram, and ice chunk; updates to the VFX data asset; ongoing enhancements to visual effects. - Camera and tram enhancements including improved camera boundaries and updated tram mesh assets for a more stable and immersive experience. - UI and UX improvements including drop feedback when viewing pictures, and a loading screen to improve level-load UX. Exploratory work on end-screen UI to refine post-level flow. - Map/item placement and related data assets: initial item placement on the map with corresponding data asset updates; ongoing work to finalize item placement. Major bugs fixed: - Scoring: fixed score increment behavior and handling of non-existent scores; improvements to reflect correct top scores. - Connectivity and stability: resolved node connection issues and related stability fixes. - Visualization and interaction fixes: tram sequence issues, foreground framing, and several item/pivot/rotation-related fixes to ensure consistent interactions. - Data integrity: restored missing player data and fixed various finish screen score/sound display issues; corrected item/socket-related logic and indexing with multiple edge cases. - Miscellaneous stability: numerous cleanup and stabilization fixes, including a double-check chore on repository state and fix for infinite sound loop issues. Overall impact and accomplishments: - Increased gameplay stability and reliability across core loops (scoring, movement, and interactions). - Enhanced player experience with richer visuals (VFX), smoother camera/tram behavior, and clearer UI feedback during gameplay and level transitions. - Reduced operational risk by addressing high-impact bugs (score display, finish screen, data integrity) and aligning branches for smoother future merges. Technologies/skills demonstrated: - Unity/C# development, VFX integration, and asset pipeline management. - UI/UX design and feedback mechanisms, performance-conscious scene and asset optimizations. - Debugging at scale across multiple subsystems (score, animation, physics, and input) and effective version control practices (branch merging and synchronization).
During 2025-06, the team delivered critical features, stabilized core gameplay, and advanced visual fidelity while laying groundwork for ongoing improvements. The work focused on delivering business value through reliable scoring, richer visuals, and smoother user experiences, with measurable improvements to stability and UX. Key features delivered: - VFX system integration across characters, tram, and ice chunk; updates to the VFX data asset; ongoing enhancements to visual effects. - Camera and tram enhancements including improved camera boundaries and updated tram mesh assets for a more stable and immersive experience. - UI and UX improvements including drop feedback when viewing pictures, and a loading screen to improve level-load UX. Exploratory work on end-screen UI to refine post-level flow. - Map/item placement and related data assets: initial item placement on the map with corresponding data asset updates; ongoing work to finalize item placement. Major bugs fixed: - Scoring: fixed score increment behavior and handling of non-existent scores; improvements to reflect correct top scores. - Connectivity and stability: resolved node connection issues and related stability fixes. - Visualization and interaction fixes: tram sequence issues, foreground framing, and several item/pivot/rotation-related fixes to ensure consistent interactions. - Data integrity: restored missing player data and fixed various finish screen score/sound display issues; corrected item/socket-related logic and indexing with multiple edge cases. - Miscellaneous stability: numerous cleanup and stabilization fixes, including a double-check chore on repository state and fix for infinite sound loop issues. Overall impact and accomplishments: - Increased gameplay stability and reliability across core loops (scoring, movement, and interactions). - Enhanced player experience with richer visuals (VFX), smoother camera/tram behavior, and clearer UI feedback during gameplay and level transitions. - Reduced operational risk by addressing high-impact bugs (score display, finish screen, data integrity) and aligning branches for smoother future merges. Technologies/skills demonstrated: - Unity/C# development, VFX integration, and asset pipeline management. - UI/UX design and feedback mechanisms, performance-conscious scene and asset optimizations. - Debugging at scale across multiple subsystems (score, animation, physics, and input) and effective version control practices (branch merging and synchronization).
March 2025 monthly summary for TheForgotten (anthonybl1511). Focused on asset-level visual refinements in Unreal Engine maps to boost immersion and player experience. No code changes; assets data improvements across two maps (L_Casino.umap and L_Game.umap).
March 2025 monthly summary for TheForgotten (anthonybl1511). Focused on asset-level visual refinements in Unreal Engine maps to boost immersion and player experience. No code changes; assets data improvements across two maps (L_Casino.umap and L_Game.umap).
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