
Over eight months, contributed to InteractivePixelStudios/What-The-Flock by building core gameplay and AI systems, including enemy AI with behavior trees, perception, and state machines, as well as player mechanics like dive and power-ups. Leveraged Unreal Engine Blueprints and C++ to implement features such as dynamic patrols, inventory management, and UI/UX enhancements, ensuring scalable architecture and maintainable asset pipelines. Integrated 3D modeling and animation with inverse kinematics for natural NPC movement, while refining asset management and bug fixing to improve stability. The work emphasized reproducible builds, clear version control, and iterative validation, supporting rapid feature development and robust gameplay experiences.
June 2025 performance summary for InteractivePixelStudios/What-The-Flock: Delivered a major overhaul of the accessory system with full UI integration, enabling reliable core equip/remove workflows, improved pigeon visuals, and structured accessory metadata. Expanded gameplay with Consumable Inventory enhancements, including an exit option and an eat-consumable flow to restore health and poop meters, driving deeper player interaction. Fixed a critical EAT exploit to prevent meter abuse and introduced asset/UI groundwork to support future customization. These changes, combined with extensive UI and inventory refinements and final build-ready touch-ups, improved game reliability and set the stage for upcoming feature iterations.
June 2025 performance summary for InteractivePixelStudios/What-The-Flock: Delivered a major overhaul of the accessory system with full UI integration, enabling reliable core equip/remove workflows, improved pigeon visuals, and structured accessory metadata. Expanded gameplay with Consumable Inventory enhancements, including an exit option and an eat-consumable flow to restore health and poop meters, driving deeper player interaction. Fixed a critical EAT exploit to prevent meter abuse and introduced asset/UI groundwork to support future customization. These changes, combined with extensive UI and inventory refinements and final build-ready touch-ups, improved game reliability and set the stage for upcoming feature iterations.
Monthly performance summary for 2025-05 focused on delivering key features, stabilizing gameplay movement, and updating assets for InteractivePixelStudios/What-The-Flock. Highlights include a base IK-driven movement system for Carlos, animation and blueprint enhancements to convert NPC behaviors into more natural actions, and asset updates that support visuals without requiring code changes. The work contributes to smoother player experience, faster iteration, and clearer collaboration signals for art and animation teams.
Monthly performance summary for 2025-05 focused on delivering key features, stabilizing gameplay movement, and updating assets for InteractivePixelStudios/What-The-Flock. Highlights include a base IK-driven movement system for Carlos, animation and blueprint enhancements to convert NPC behaviors into more natural actions, and asset updates that support visuals without requiring code changes. The work contributes to smoother player experience, faster iteration, and clearer collaboration signals for art and animation teams.
April 2025 highlights: Delivered core player and NPC interaction features for What-The-Flock, laying groundwork for more dynamic combat and player movement. Key outcomes include feature introductions with clear commit traceability, and a plan for future code sanitation to improve maintainability and velocity.
April 2025 highlights: Delivered core player and NPC interaction features for What-The-Flock, laying groundwork for more dynamic combat and player movement. Key outcomes include feature introductions with clear commit traceability, and a plan for future code sanitation to improve maintainability and velocity.
March 2025 focused on delivering two high-impact features for InteractivePixelStudios/What-The-Flock, emphasizing stability, UX, and scalable item support. Delivered: 1) Chili Poop Power-Ups and Camera Stability — finalized assets and mitigated camera issues by disabling collision testing to improve runtime stability. 2) Pickup Descriptions UI for Items — implemented a system and assets to display descriptive text for pickups with expandable support for multiple items. These changes shipped with clean commits and are QA-ready for ongoing playtesting and user retention improvements.
March 2025 focused on delivering two high-impact features for InteractivePixelStudios/What-The-Flock, emphasizing stability, UX, and scalable item support. Delivered: 1) Chili Poop Power-Ups and Camera Stability — finalized assets and mitigated camera issues by disabling collision testing to improve runtime stability. 2) Pickup Descriptions UI for Items — implemented a system and assets to display descriptive text for pickups with expandable support for multiple items. These changes shipped with clean commits and are QA-ready for ongoing playtesting and user retention improvements.
February 2025 (InteractivePixelStudios/What-The-Flock): Delivered two major gameplay features with clear business value and solid technical execution. Manhole Launch Mechanic adds an interactive launch on contact with manhole covers (core logic + Blueprint asset). Poop Power-Up System introduces a sprint-speed power-up with related assets and player blueprint updates (including chili power-up assets). No major bugs fixed are recorded in this data. Impact: richer gameplay loop, improved player engagement, and a reusable asset/Blueprint pipeline for future features. Technologies demonstrated: Unreal Engine Blueprint scripting, asset integration, and Git-based collaboration with precise commit tracing.
February 2025 (InteractivePixelStudios/What-The-Flock): Delivered two major gameplay features with clear business value and solid technical execution. Manhole Launch Mechanic adds an interactive launch on contact with manhole covers (core logic + Blueprint asset). Poop Power-Up System introduces a sprint-speed power-up with related assets and player blueprint updates (including chili power-up assets). No major bugs fixed are recorded in this data. Impact: richer gameplay loop, improved player engagement, and a reusable asset/Blueprint pipeline for future features. Technologies demonstrated: Unreal Engine Blueprint scripting, asset integration, and Git-based collaboration with precise commit tracing.
December 2024 – What-The-Flock AI enhancements delivered two major features, improved gameplay dynamics, and established a scalable AI foundation. Key accomplishments include Dog AI Patrol Area Switching and Path Following, plus RedTail Hawk AI Foundations. These efforts updated behavior trees, controllers, assets, and test maps to support dynamic patrols and future Hawk AI, improving player engagement and maintenance efficiency. Technologies demonstrated include AI behavior trees, game AI controllers, asset organization, test-map creation, and disciplined version control.
December 2024 – What-The-Flock AI enhancements delivered two major features, improved gameplay dynamics, and established a scalable AI foundation. Key accomplishments include Dog AI Patrol Area Switching and Path Following, plus RedTail Hawk AI Foundations. These efforts updated behavior trees, controllers, assets, and test maps to support dynamic patrols and future Hawk AI, improving player engagement and maintenance efficiency. Technologies demonstrated include AI behavior trees, game AI controllers, asset organization, test-map creation, and disciplined version control.
November 2024 — What-The-Flock: Delivered foundational AI system overhaul with unified perception/state machine, enabling responsive and scalable enemy behavior across patrol, chase, and return-to-patrol states; introduced Hawk AI enhancements with revised patrol path, improved navigation, and updated behavior tree, plus a dedicated AI test level for validation; and launched Dog AI development with a core controller, perception logic, and test map, establishing robust scaffolding for future enemy variations. These efforts established a stable AI backbone, accelerated feature iteration, and improved gameplay challenge, while boosting maintainability and deployment confidence.
November 2024 — What-The-Flock: Delivered foundational AI system overhaul with unified perception/state machine, enabling responsive and scalable enemy behavior across patrol, chase, and return-to-patrol states; introduced Hawk AI enhancements with revised patrol path, improved navigation, and updated behavior tree, plus a dedicated AI test level for validation; and launched Dog AI development with a core controller, perception logic, and test map, establishing robust scaffolding for future enemy variations. These efforts established a stable AI backbone, accelerated feature iteration, and improved gameplay challenge, while boosting maintainability and deployment confidence.
Monthly performance summary for 2024-10: Cooper Hawk enemy AI integration delivered for InteractivePixelStudios/What-The-Flock, establishing core AI capabilities and validating them in a dedicated test level. Delivered base AI setup (blueprint asset, test model, animation, and physics assets) and implemented behavior including homing projectiles and player-follow. This work enables rapid iteration, reduces QA risk for upcoming combat features, and provides a scalable foundation for additional enemies and gameplay scenarios.
Monthly performance summary for 2024-10: Cooper Hawk enemy AI integration delivered for InteractivePixelStudios/What-The-Flock, establishing core AI capabilities and validating them in a dedicated test level. Delivered base AI setup (blueprint asset, test model, animation, and physics assets) and implemented behavior including homing projectiles and player-follow. This work enables rapid iteration, reduces QA risk for upcoming combat features, and provides a scalable foundation for additional enemies and gameplay scenarios.

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