
Over four months, AJ Kennedy developed core gameplay and UI features for the KobeRiddle-dev/TimeIsMoney repository, focusing on asset management, level design, and interactive systems. He implemented timer mechanics, shop systems, and enhanced casino and gym maps using Unreal Engine, Blueprint scripting, and C++. His work included persistent timing logic, dynamic card UI, and world partition integration, improving both player experience and development workflows. Kennedy addressed editor stability, streamlined asset metadata, and maintained code hygiene through version control. The depth of his contributions is reflected in robust feature delivery, visual polish, and maintainable code, supporting scalable iteration and collaborative development.

November 2025 monthly summary for KobeRiddle-dev/TimeIsMoney: Delivered focused UI polish and asset workflow improvements that enhance player experience, readability, and visual consistency. Overall, the month combined UI/UX enhancements with asset and map updates to improve onboarding, navigation, and visual fidelity across gameplay and menus.
November 2025 monthly summary for KobeRiddle-dev/TimeIsMoney: Delivered focused UI polish and asset workflow improvements that enhance player experience, readability, and visual consistency. Overall, the month combined UI/UX enhancements with asset and map updates to improve onboarding, navigation, and visual fidelity across gameplay and menus.
April 2025 (2025-04) — KobeRiddle-dev/TimeIsMoney: Delivered significant enhancements to the Casino Map. Implemented a new timer feature with a dedicated UI and updated map visuals, including new/modified models and lighting; assets metadata updated for consistency. Added custom models to the casino map and introduced a Point Light at the table to improve realism. Commits included: bea3a4e1cbf4dd1b6244b1b192f1b6e3d41cb3ab, f46a46ab05fe9941b5bd7fef32bb42fda5572e0b, 842830758691cc29b18931010ac2362928116744, bfe7ad60a91d9b91e9982b328791e96acdb5fb79. No explicit major bug fixes were logged this period; minor polishing occurred as part of last-minute changes to ensure stability. Overall impact: Enhanced player experience and engagement through interactive timing mechanics and richer visuals; established robust asset management and lighting integration for future iterations. Technologies/skills demonstrated: UI integration, 3D modeling and asset updates, lighting enhancements, asset metadata management, and Git-based collaboration.
April 2025 (2025-04) — KobeRiddle-dev/TimeIsMoney: Delivered significant enhancements to the Casino Map. Implemented a new timer feature with a dedicated UI and updated map visuals, including new/modified models and lighting; assets metadata updated for consistency. Added custom models to the casino map and introduced a Point Light at the table to improve realism. Commits included: bea3a4e1cbf4dd1b6244b1b192f1b6e3d41cb3ab, f46a46ab05fe9941b5bd7fef32bb42fda5572e0b, 842830758691cc29b18931010ac2362928116744, bfe7ad60a91d9b91e9982b328791e96acdb5fb79. No explicit major bug fixes were logged this period; minor polishing occurred as part of last-minute changes to ensure stability. Overall impact: Enhanced player experience and engagement through interactive timing mechanics and richer visuals; established robust asset management and lighting integration for future iterations. Technologies/skills demonstrated: UI integration, 3D modeling and asset updates, lighting enhancements, asset metadata management, and Git-based collaboration.
March 2025 monthly summary for KobeRiddle-dev/TimeIsMoney. Delivered core features and reliability improvements with a focus on enabling in-game monetization and smoother iteration cycles. Key features delivered included Gym Map Enhancements with level design updates and MRU/editor state integration, and Shop System Foundations establishing the blueprint/UI foundation plus a time-based currency table. A Continuous Timer System was implemented to support persistent timing across UI and character blueprints. Project hygiene improvements reduced noise and maintenance overhead by removing unused code and updating .gitignore to exclude Unreal Engine and Visual Studio artifacts. Minor refactors addressed a header file bug and kept the codebase aligned for future sprints. Business value realized through usable gameplay tooling, quicker experimentation, and cleaner repo history for collaboration.
March 2025 monthly summary for KobeRiddle-dev/TimeIsMoney. Delivered core features and reliability improvements with a focus on enabling in-game monetization and smoother iteration cycles. Key features delivered included Gym Map Enhancements with level design updates and MRU/editor state integration, and Shop System Foundations establishing the blueprint/UI foundation plus a time-based currency table. A Continuous Timer System was implemented to support persistent timing across UI and character blueprints. Project hygiene improvements reduced noise and maintenance overhead by removing unused code and updating .gitignore to exclude Unreal Engine and Visual Studio artifacts. Minor refactors addressed a header file bug and kept the codebase aligned for future sprints. Business value realized through usable gameplay tooling, quicker experimentation, and cleaner repo history for collaboration.
February 2025 monthly summary for KobeRiddle-dev/TimeIsMoney. This period delivered core gameplay timer, UI for cards, and world data scaffolding, along with a bug fix to stabilize editor camera behavior. The work enhances game pacing, supports scalable world streaming, and improves editor reliability, directly contributing to faster feature delivery and a more robust development workflow.
February 2025 monthly summary for KobeRiddle-dev/TimeIsMoney. This period delivered core gameplay timer, UI for cards, and world data scaffolding, along with a bug fix to stabilize editor camera behavior. The work enhances game pacing, supports scalable world streaming, and improves editor reliability, directly contributing to faster feature delivery and a more robust development workflow.
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