
Paul Janicot developed core level content and asset pipelines for the paul-janicot/LevelBuildingSpace and JoaBories/Project_WW1 repositories, focusing on scalable 3D environments and gameplay foundations. He built a playable Level 2 area in Unity, integrating environmental assets, UI, and checkpoint systems to support level progression and future content. In Unreal Engine, Paul established the Garden Blockout, organized project assets, and enabled ModelingTools for rapid iteration. His work included 3D modeling, asset management, and blueprint integration using C#, UnrealScript, and YAML, resulting in robust scene setups and streamlined workflows that improved artist-developer onboarding and supported efficient, high-quality level development.

Month: 2025-03 — Performance summary for paul-janicot/LevelBuildingSpace. The sprint focused on delivering core Garden-level capabilities, stabilizing the asset/pipeline foundation, and expanding visuals and gameplay support to enable rapid iteration and higher-quality user experiences. Key features delivered include the Garden Blockout and Garden Environment, Project Bootstrap and Asset Organization, New Third-Person Map Assets, Camera Settings Integration, and Visual Asset Expansion. Major bug fixes included stabilizing the lighting bake workflow to ensure repeatable test results and reduce iteration friction. Business value realized includes faster artist-developer onboarding, a scalable asset pipeline, and a solid base for future level content. Technologies/skills demonstrated include Unreal Engine project bootstrap, ModelingTools enablement, asset organization, blueprint integration (level/character), lighting baseline setup, and 3D asset modeling/integration.
Month: 2025-03 — Performance summary for paul-janicot/LevelBuildingSpace. The sprint focused on delivering core Garden-level capabilities, stabilizing the asset/pipeline foundation, and expanding visuals and gameplay support to enable rapid iteration and higher-quality user experiences. Key features delivered include the Garden Blockout and Garden Environment, Project Bootstrap and Asset Organization, New Third-Person Map Assets, Camera Settings Integration, and Visual Asset Expansion. Major bug fixes included stabilizing the lighting bake workflow to ensure repeatable test results and reduce iteration friction. Business value realized includes faster artist-developer onboarding, a scalable asset pipeline, and a solid base for future level content. Technologies/skills demonstrated include Unreal Engine project bootstrap, ModelingTools enablement, asset organization, blueprint integration (level/character), lighting baseline setup, and 3D asset modeling/integration.
December 2024 monthly summary for JoaBories/Project_WW1. Focused on Level 2 development and building the foundation for level progression. Delivered a playable Level 2 area with environmental assets, UI integration, and scene updates; implemented triggers, checkpoints, and shooting zones; enhanced visuals through texture improvements and new background assets; refined colliders and transforms; added Firepoint transform and debug logging for troubleshooting; integrated journal UI and improved scene asset management to support future content and play-testing. This work established the groundwork for later levels and improved the overall player experience and system robustness.
December 2024 monthly summary for JoaBories/Project_WW1. Focused on Level 2 development and building the foundation for level progression. Delivered a playable Level 2 area with environmental assets, UI integration, and scene updates; implemented triggers, checkpoints, and shooting zones; enhanced visuals through texture improvements and new background assets; refined colliders and transforms; added Firepoint transform and debug logging for troubleshooting; integrated journal UI and improved scene asset management to support future content and play-testing. This work established the groundwork for later levels and improved the overall player experience and system robustness.
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