
Zakarias Lundholm developed core gameplay and UI systems for the chhuusko/SPM repository over three months, delivering features such as perspective switching, jetpack mechanics, dash improvements, and a comprehensive minimap. He approached these challenges using C++, Unreal Engine, and Blueprint scripting, focusing on asset-driven iteration and maintainable code. Zakarias integrated Enhanced Inputs for responsive controls, implemented a full settings and options menu, and refined player movement with crouch, slide, and dash systems. His work included UI polish, merge conflict resolution, and performance tuning, resulting in a more stable, user-friendly experience and a streamlined development environment for future contributors.

June 2025 performance summary for chhuusko/SPM focused on delivering a cohesive UI and input experience, stabilizing core interactions, and refining visuals across the main menus and options. Key features delivered span UI assets integration, menu polish, and enhanced input controls, while major bugs were addressed in menu stability, crouch behavior, and asset/merge references. The work collectively sharpens user experience, reduces post-release polish cycles, and improves maintainability of the blueprint/UI codebase.
June 2025 performance summary for chhuusko/SPM focused on delivering a cohesive UI and input experience, stabilizing core interactions, and refining visuals across the main menus and options. Key features delivered span UI assets integration, menu polish, and enhanced input controls, while major bugs were addressed in menu stability, crouch behavior, and asset/merge references. The work collectively sharpens user experience, reduces post-release polish cycles, and improves maintainability of the blueprint/UI codebase.
May 2025 performance summary for chhuusko/SPM: Delivered a suite of gameplay and UI features with strong focus on player experience and system stability. Brought foundational Crouch/Slide mechanics, integrated Pause Menu within the Player Character, introduced jetpack charge with tuned consumption and ground-based recharge, and delivered dash visuals with polish and stability improvements. Launched core Minimap feature with asset import fixes and visibility tweaks, including a square variant and scene-capture improvements. Completed a full Settings system and progressed Options Menu work, while addressing merge conflicts and syncing with Main branch to stabilize baseline.
May 2025 performance summary for chhuusko/SPM: Delivered a suite of gameplay and UI features with strong focus on player experience and system stability. Brought foundational Crouch/Slide mechanics, integrated Pause Menu within the Player Character, introduced jetpack charge with tuned consumption and ground-based recharge, and delivered dash visuals with polish and stability improvements. Launched core Minimap feature with asset import fixes and visibility tweaks, including a square variant and scene-capture improvements. Completed a full Settings system and progressed Options Menu work, while addressing merge conflicts and syncing with Main branch to stabilize baseline.
April 2025 focused on delivering core gameplay systems and foundational improvements for chhuusko/SPM, with an emphasis on input reliability, responsive movement, and asset-driven iteration. Key features delivered include a Perspective shooter system with FPV/TPV switching and an input overhaul to Enhanced Inputs; dash mechanics with new input mappings and refined dash distance; drone components and adjusted projectile spawn/behavior to enable richer aerial interactions; jetpack movement with charged vertical boosts and acceleration tuning; and development environment cleanup to streamline onboarding and reduce build bloat. Major bugs fixed: none explicitly documented in this period; stability improvements stemmed from refactors and system-level changes. Overall impact: faster iteration cycles, more engaging player mobility and combat capabilities, and a leaner, more maintainable codebase. Technologies/skills demonstrated: Unreal Engine gameplay programming, Enhanced Inputs integration, asset-driven development, Jetpack and movement tuning, Rider IDE configuration and project maintenance, and clear, commit-driven collaboration.
April 2025 focused on delivering core gameplay systems and foundational improvements for chhuusko/SPM, with an emphasis on input reliability, responsive movement, and asset-driven iteration. Key features delivered include a Perspective shooter system with FPV/TPV switching and an input overhaul to Enhanced Inputs; dash mechanics with new input mappings and refined dash distance; drone components and adjusted projectile spawn/behavior to enable richer aerial interactions; jetpack movement with charged vertical boosts and acceleration tuning; and development environment cleanup to streamline onboarding and reduce build bloat. Major bugs fixed: none explicitly documented in this period; stability improvements stemmed from refactors and system-level changes. Overall impact: faster iteration cycles, more engaging player mobility and combat capabilities, and a leaner, more maintainable codebase. Technologies/skills demonstrated: Unreal Engine gameplay programming, Enhanced Inputs integration, asset-driven development, Jetpack and movement tuning, Rider IDE configuration and project maintenance, and clear, commit-driven collaboration.
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