
Paul Janicot contributed to several game development repositories, including JoaBories/Project_WW1 and Alexandre-Coppens/Greek_Platformer, where he built core gameplay systems, level persistence, and asset management workflows. He implemented features such as save systems, dynamic audio integration, and force feedback using C#, Unreal Engine, and Blueprint scripting. His work included reorganizing scene structures, integrating 3D and audio assets, and refining collision detection to improve reliability and player experience. By establishing repeatable workflows and robust debugging practices, Paul enabled faster iteration and more maintainable codebases, demonstrating depth in both technical execution and cross-disciplinary collaboration across multiple projects.

October 2025 — JoaBories/WS_Chair: Delivered a robust gameplay scaffold across Alex Room and Game Cave, focusing on level design, input reliability, and interactive assets. Key outcomes include the introduction of the ThirdPersonTemplate, completion of Level Design blockouts for Alex's Room, GameCave, and special room 2, and initialization of the save system for Level Design. These efforts, combined with blueprint refactors, asset additions, and UI improvements, reduce risk, accelerate playtests, and lay the groundwork for shipping-ready features while strengthening maintainability.
October 2025 — JoaBories/WS_Chair: Delivered a robust gameplay scaffold across Alex Room and Game Cave, focusing on level design, input reliability, and interactive assets. Key outcomes include the introduction of the ThirdPersonTemplate, completion of Level Design blockouts for Alex's Room, GameCave, and special room 2, and initialization of the save system for Level Design. These efforts, combined with blueprint refactors, asset additions, and UI improvements, reduce risk, accelerate playtests, and lay the groundwork for shipping-ready features while strengthening maintainability.
June 2025 monthly summary for Alexandre-Coppens/Greek_Platformer: Delivered a multi-pronged update focused on audio immersion, haptics, and onboarding enhancements. Implemented a comprehensive audio and sensory feedback overhaul with new sound assets, cues for player actions, enemy interactions, ambient tracks, and a first pass at dynamic volume control to enable an adaptive audio experience. Completed force feedback overhaul and asset restructuring to standardize haptics for Typhon, Dash Reload, and core gameplay, improving maintainability and iteration speed. Fixed critical audio timing issues including thunder voicelines and overly long voicelines. Enhanced onboarding via Tutorial UI widgets and a dedicated dashboard, plus targeted tutorial sound/UI fixes to address misfires and inconsistencies. Overall impact: higher player immersion, smoother onboarding, and cleaner maintenance workflows. Technologies demonstrated: audio asset integration and mixing, haptic/force feedback modelling, UI widget blueprints, and patch-driven debugging and maintenance.
June 2025 monthly summary for Alexandre-Coppens/Greek_Platformer: Delivered a multi-pronged update focused on audio immersion, haptics, and onboarding enhancements. Implemented a comprehensive audio and sensory feedback overhaul with new sound assets, cues for player actions, enemy interactions, ambient tracks, and a first pass at dynamic volume control to enable an adaptive audio experience. Completed force feedback overhaul and asset restructuring to standardize haptics for Typhon, Dash Reload, and core gameplay, improving maintainability and iteration speed. Fixed critical audio timing issues including thunder voicelines and overly long voicelines. Enhanced onboarding via Tutorial UI widgets and a dedicated dashboard, plus targeted tutorial sound/UI fixes to address misfires and inconsistencies. Overall impact: higher player immersion, smoother onboarding, and cleaner maintenance workflows. Technologies demonstrated: audio asset integration and mixing, haptic/force feedback modelling, UI widget blueprints, and patch-driven debugging and maintenance.
May 2025 performance summary for Alexandre-Coppens/Greek_Platformer focusing on establishing the Level 1 foundation through core character/assets initialization and level design updates, enabling early exploration, testing, and asset management. Key features delivered and commits: - Player Character, gym environment, and test-level assets initialized for Level 1 exploration and testing. Commits: c85b2caea63c57744ab80279d5e6dfbcead33bbd, 8f30b9ab683b359ef070e6b9988f35cd4fef8b30, 0bb52c5275061babeb8ccf8474790918825dc6cc (data/assets and test level). - Level 1 design updates and binary asset changes to support progression and testing. Commits: 43394d0ef8cd477e26f45cb4eb8364793617e5b7, 5fd7a9a43b94aa936da4d75e1f7ce11307c57c40 (LD save; lvl 1 paul). - Asset management and testing scaffolding established to enable repeatable Level 1 iterations and validation. - Demonstrated Unreal Engine (Level1_Paul.umap) integration and data-driven asset wiring with clear Git traceability. Major bugs fixed: - No explicit bugs logged for this period; work focused on asset initialization, level design integration, and testing scaffolding rather than bug fixes. Overall impact and accomplishments: - Laid the Level 1 foundation for gameplay exploration, character integration, and asset management, reducing onboarding/setup time for future Level 1 iterations and enabling earlier validation of designs and assets. - Created a repeatable, auditable workflow for assets and level data changes, improving reliability of future releases. Technologies/skills demonstrated: - Unreal Engine level design and asset integration (Level1_Paul.umap) and data asset management. - Strong Git-based traceability for asset and level changes. - Cross-disciplinary collaboration between asset creation, level design, and testing to establish a baseline for Level 1 features.
May 2025 performance summary for Alexandre-Coppens/Greek_Platformer focusing on establishing the Level 1 foundation through core character/assets initialization and level design updates, enabling early exploration, testing, and asset management. Key features delivered and commits: - Player Character, gym environment, and test-level assets initialized for Level 1 exploration and testing. Commits: c85b2caea63c57744ab80279d5e6dfbcead33bbd, 8f30b9ab683b359ef070e6b9988f35cd4fef8b30, 0bb52c5275061babeb8ccf8474790918825dc6cc (data/assets and test level). - Level 1 design updates and binary asset changes to support progression and testing. Commits: 43394d0ef8cd477e26f45cb4eb8364793617e5b7, 5fd7a9a43b94aa936da4d75e1f7ce11307c57c40 (LD save; lvl 1 paul). - Asset management and testing scaffolding established to enable repeatable Level 1 iterations and validation. - Demonstrated Unreal Engine (Level1_Paul.umap) integration and data-driven asset wiring with clear Git traceability. Major bugs fixed: - No explicit bugs logged for this period; work focused on asset initialization, level design integration, and testing scaffolding rather than bug fixes. Overall impact and accomplishments: - Laid the Level 1 foundation for gameplay exploration, character integration, and asset management, reducing onboarding/setup time for future Level 1 iterations and enabling earlier validation of designs and assets. - Created a repeatable, auditable workflow for assets and level data changes, improving reliability of future releases. Technologies/skills demonstrated: - Unreal Engine level design and asset integration (Level1_Paul.umap) and data asset management. - Strong Git-based traceability for asset and level changes. - Cross-disciplinary collaboration between asset creation, level design, and testing to establish a baseline for Level 1 features.
In March 2025, delivered a set of core gameplay and reliability enhancements for Paul Janicot's LevelBuildingSpace, focusing on visual fidelity, persistent gameplay state, and robust world interactions. The work spanned lighting improvements, persistent save functionality, expanded world geometry with collision, audio integration, and targeted stability fixes. The changes laid a stronger foundation for gameplay loops, repeatable experiences, and future feature growth.
In March 2025, delivered a set of core gameplay and reliability enhancements for Paul Janicot's LevelBuildingSpace, focusing on visual fidelity, persistent gameplay state, and robust world interactions. The work spanned lighting improvements, persistent save functionality, expanded world geometry with collision, audio integration, and targeted stability fixes. The changes laid a stronger foundation for gameplay loops, repeatable experiences, and future feature growth.
December 2024 performance summary for JoaBories/Project_WW1: Achieved core state persistence, scalable scene organization, and foundational gameplay systems enabling faster iteration and more reliable builds. Key results included robust level persistence with save points and metadata, a dedicated Robot level scene with working logic, and reorganized scene structure with UI metadata to streamline asset management. Gameplay improvements added gas mechanics across levels and door-driven transitions with metrics tracking, complemented by direct bug fixes and QA/process enhancements. These efforts collectively improve player experience, reduce debugging time, and increase developer velocity.
December 2024 performance summary for JoaBories/Project_WW1: Achieved core state persistence, scalable scene organization, and foundational gameplay systems enabling faster iteration and more reliable builds. Key results included robust level persistence with save points and metadata, a dedicated Robot level scene with working logic, and reorganized scene structure with UI metadata to streamline asset management. Gameplay improvements added gas mechanics across levels and door-driven transitions with metrics tracking, complemented by direct bug fixes and QA/process enhancements. These efforts collectively improve player experience, reduce debugging time, and increase developer velocity.
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