
Ryan McInally contributed to the GCU-CLD/gcu-cld-24-25-mala-vida repository by designing and refining Unreal Engine levels, integrating new gameplay mechanics, and enhancing asset workflows over a three-month period. He developed and iteratively updated multiple map assets using Unreal Engine and UnrealScript, focusing on player progression, level polish, and immersive visual effects such as lighting and fog. Ryan addressed gameplay reliability by fixing a critical door interaction bug and implemented robust asset integration pipelines to support rapid iteration and QA readiness. His work demonstrated depth in level design, asset management, and cross-functional collaboration, resulting in more stable and engaging game environments.

April 2025 — GCU-CLD/gcu-cld-24-25-mala-vida: Delivered core gameplay and level progression enhancements for Level 1, including player damage tuning, new mechanics, and checkpoints, plus a comprehensive level polish pass across rows 1–3 (titles, animated blocks, sequences, row updates, buildings, and map changes). Fixed a critical door interaction bug in level 1 to ensure reliable opening/closing. Implemented end-to-end level completion: end door, finishing state, and damage mechanics for falling blocks, marking the level as finished. Added extensive visual and lighting upgrades (level lights, fog, fire visuals) and camera zones for the first two rows, enhancing immersion. Final cleanup and refactoring consolidated level-related code ahead of finish polish. Impact: stronger player progression, improved retention signals through richer visuals, and increased reliability, enabling faster time-to-value and a smoother handoff to QA and release readiness. Technologies/skills demonstrated: Unreal Engine-based level design and scripting, asset integration, animation sequencing, camera work, lighting, and code refactoring.
April 2025 — GCU-CLD/gcu-cld-24-25-mala-vida: Delivered core gameplay and level progression enhancements for Level 1, including player damage tuning, new mechanics, and checkpoints, plus a comprehensive level polish pass across rows 1–3 (titles, animated blocks, sequences, row updates, buildings, and map changes). Fixed a critical door interaction bug in level 1 to ensure reliable opening/closing. Implemented end-to-end level completion: end door, finishing state, and damage mechanics for falling blocks, marking the level as finished. Added extensive visual and lighting upgrades (level lights, fog, fire visuals) and camera zones for the first two rows, enhancing immersion. Final cleanup and refactoring consolidated level-related code ahead of finish polish. Impact: stronger player progression, improved retention signals through richer visuals, and increased reliability, enabling faster time-to-value and a smoother handoff to QA and release readiness. Technologies/skills demonstrated: Unreal Engine-based level design and scripting, asset integration, animation sequencing, camera work, lighting, and code refactoring.
Concise monthly performance summary for 2025-03 focusing on delivered features, bug fixes, impact, and skills demonstrated. This period centered on expanding gameplay content, stabilizing QA assets, and reinforcing design collaboration to drive milestone readiness.
Concise monthly performance summary for 2025-03 focusing on delivered features, bug fixes, impact, and skills demonstrated. This period centered on expanding gameplay content, stabilizing QA assets, and reinforcing design collaboration to drive milestone readiness.
February 2025 (Month: 2025-02) – Delivered core Unreal Engine map assets and asset integration support for GCU-CLD/gcu-cld-24-25-mala-vida. Focused on delivering two new maps (testlevel.umap and test_level_mech.umap), enabling designers to test layouts and mechanics in-game. Implemented via four commits to add and update assets, laying groundwork for iterative testing. No major bugs fixed this month; observed improvements in asset pipeline and test coverage.
February 2025 (Month: 2025-02) – Delivered core Unreal Engine map assets and asset integration support for GCU-CLD/gcu-cld-24-25-mala-vida. Focused on delivering two new maps (testlevel.umap and test_level_mech.umap), enabling designers to test layouts and mechanics in-game. Implemented via four commits to add and update assets, laying groundwork for iterative testing. No major bugs fixed this month; observed improvements in asset pipeline and test coverage.
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