
Developed core gameplay and UI systems for the Unreal_FallGuys repository, delivering 59 features and resolving 21 bugs over three months. Built scalable menu, title screen, and multiplayer UI frameworks using Unreal Engine, C++, and Blueprints, with a focus on modular widget architecture and robust input handling. Migrated key UI components from Blueprint to C++ to improve maintainability and performance, and integrated networking flows for multiplayer support. Enhanced user experience through animation, asset management, and audio integration, while implementing debugging tools and validation systems. Prioritized rapid iteration, code cleanup, and cross-widget communication to support stable, extensible game development and QA workflows.
April 2025 summary for jordy-jordy/Unreal_FallGuys: Delivered a broad set of UI, gameplay, and stability improvements across the project, emphasizing business value through improved user experience, multiplayer flow, and maintainability. Key features delivered include UI Debug Tools and In-Game Widget Connections; Level End Animation; Spectator UI Enhancements; Team-based gameplay UI and matchmaking integration; Score/End UI with EndPawn and Camera Exposure fixes; Cinematic Start/End and Countdown Widgets; End Widget Layout and PlayHUD connection; Play Widget Flow and SwitchWidget adjustments; InGameWidget Blueprint-to-C++ migration; Widget delegate system integration; LevelTag/UI visuals updates and spectator flow refinements; Next-level flow refinements for spectator transition; Minimum player count input and nickname input validation. Ongoing maintenance activities included node cleanup, general updates, and codebase improvements (focus on stability and performance).
April 2025 summary for jordy-jordy/Unreal_FallGuys: Delivered a broad set of UI, gameplay, and stability improvements across the project, emphasizing business value through improved user experience, multiplayer flow, and maintainability. Key features delivered include UI Debug Tools and In-Game Widget Connections; Level End Animation; Spectator UI Enhancements; Team-based gameplay UI and matchmaking integration; Score/End UI with EndPawn and Camera Exposure fixes; Cinematic Start/End and Countdown Widgets; End Widget Layout and PlayHUD connection; Play Widget Flow and SwitchWidget adjustments; InGameWidget Blueprint-to-C++ migration; Widget delegate system integration; LevelTag/UI visuals updates and spectator flow refinements; Next-level flow refinements for spectator transition; Minimum player count input and nickname input validation. Ongoing maintenance activities included node cleanup, general updates, and codebase improvements (focus on stability and performance).
March 2025 monthly performance for jordy-jordy/Unreal_FallGuys. Delivered a cohesive UI/menu framework, built foundational multiplayer wiring, and advanced UI/UX polish to accelerate gameplay flow and iteration cycles. Key work spanned character/UI widget integration, core menu wiring with input handling, and a major widget architecture refactor to improve modularity and maintainability. Completed networking scaffolding (StartServer/Connect flows, IP Port input) and Play Level UI groundwork (PlayUserWidget, player name UI). Asset and material updates (Title UI assets, TitleHome materials) and visual polish (CircleExpandingEffect, button animations). Fixed a critical merge/runtime collision to stabilize integration. These efforts deliver concrete business value by enabling faster feature delivery, robust menu/navigation, improved player naming/identity, and a scalable UI framework for upcoming multiplayer features.
March 2025 monthly performance for jordy-jordy/Unreal_FallGuys. Delivered a cohesive UI/menu framework, built foundational multiplayer wiring, and advanced UI/UX polish to accelerate gameplay flow and iteration cycles. Key work spanned character/UI widget integration, core menu wiring with input handling, and a major widget architecture refactor to improve modularity and maintainability. Completed networking scaffolding (StartServer/Connect flows, IP Port input) and Play Level UI groundwork (PlayUserWidget, player name UI). Asset and material updates (Title UI assets, TitleHome materials) and visual polish (CircleExpandingEffect, button animations). Fixed a critical merge/runtime collision to stabilize integration. These efforts deliver concrete business value by enabling faster feature delivery, robust menu/navigation, improved player naming/identity, and a scalable UI framework for upcoming multiplayer features.
February 2025 delivered a complete Title Screen UI system and initial pawn-driven interactions, along with development assets and a test level to accelerate iteration. Key outcomes include a robust UI widget refactor, TitleWidget initialization, pawn-based title interactions with input handling and rotation, and panel lifecycle management (StartPlay visibility, enabling/disabling panels, and TitleHome flows). Added development-level assets (JAYLevel.umap) and related UI blueprints/assets to support rapid QA and iteration. These changes establish a scalable foundation for the game's launch UX and enable faster feedback loops with stakeholders.
February 2025 delivered a complete Title Screen UI system and initial pawn-driven interactions, along with development assets and a test level to accelerate iteration. Key outcomes include a robust UI widget refactor, TitleWidget initialization, pawn-based title interactions with input handling and rotation, and panel lifecycle management (StartPlay visibility, enabling/disabling panels, and TitleHome flows). Added development-level assets (JAYLevel.umap) and related UI blueprints/assets to support rapid QA and iteration. These changes establish a scalable foundation for the game's launch UX and enable faster feedback loops with stakeholders.

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