
Thomas Duby contributed to the Poolpisher/DontLetThemCookPFE repository over three months, delivering gameplay features, animation systems, and stability improvements. He implemented new mechanics such as the Beetle power, spear item, and rope rotation, while refining core systems like respawn, checkpoint, and cinematic playback. Using Unreal Engine Blueprints and INI configuration, Thomas enhanced build configuration, asset management, and animation blueprints to support faster iteration and reliable deployment. His work addressed both feature delivery and bug resolution, improving player experience and data integrity. The depth of his engineering included animation graph updates, VFX integration, and robust debugging across gameplay and tooling.

June 2025 (2025-06) – Poolpisher/DontLetThemCookPFE delivered a stabilization-focused sprint across gameplay, animation, and tooling. Key features and improvements include animation and rope mechanics enhancements, new player transform utilities, and pipeline refinements that reduce iteration time and improve stability. Major features delivered: Anim Graph update; Karl rope rotation feature (quarter rotation) with fixes; Retake Karl Climb drawer; Retake Anim BP for player; ResetPosition utility; Tongue VFX; Cheat Death toggle; Cheat Menu hub entry; BuildConfig update; End credits map ref; Final stabilization push. Major bugs fixed include fixes to Karl rope, quarter rotation, walk animation and sprint speed, Cine reload on death, Groom chute, Drawer behavior and respawn handling, beetle, movement/spawn adjustments, Karl hub placement, and cinematic/death sequencing. Impact: improved gameplay stability, animation fidelity, and reliability of player transforms, enabling faster future iterations. Technologies/skills demonstrated: Unreal Engine animation graph work, transform utilities, VFX integration, gameplay scripting, build automation, and deployment readiness.
June 2025 (2025-06) – Poolpisher/DontLetThemCookPFE delivered a stabilization-focused sprint across gameplay, animation, and tooling. Key features and improvements include animation and rope mechanics enhancements, new player transform utilities, and pipeline refinements that reduce iteration time and improve stability. Major features delivered: Anim Graph update; Karl rope rotation feature (quarter rotation) with fixes; Retake Karl Climb drawer; Retake Anim BP for player; ResetPosition utility; Tongue VFX; Cheat Death toggle; Cheat Menu hub entry; BuildConfig update; End credits map ref; Final stabilization push. Major bugs fixed include fixes to Karl rope, quarter rotation, walk animation and sprint speed, Cine reload on death, Groom chute, Drawer behavior and respawn handling, beetle, movement/spawn adjustments, Karl hub placement, and cinematic/death sequencing. Impact: improved gameplay stability, animation fidelity, and reliability of player transforms, enabling faster future iterations. Technologies/skills demonstrated: Unreal Engine animation graph work, transform utilities, VFX integration, gameplay scripting, build automation, and deployment readiness.
May 2025 monthly summary for Poolpisher/DontLetThemCookPFE: Delivered a set of high-impact gameplay, cinematics, and stability improvements across the project, with a focus on business value, player experience, and data integrity. Key features shipped include a new SPEAR item and associated JanitorSpear spawn location with a kill box, a Sequence Player for cinematics, and introduced Toad Tongue Only and Groom replacement mechanics. The release also standardized deep gameplay updates around respawn and retake systems, expanded character animations and rope mechanics, and refreshed Groom assets for better polish and consistency. Major fixes addressed critical build reliability, item data table integrity, and cinema-related bugs, significantly reducing runtime issues and improving player-perceived stability. Cinematics and UI received notable polish with cursor-enabled cine playback and improved stability of the Cine Player, alongside lobby and scene-level cinematics fixes. Technologies and skills demonstrated span Unreal Engine workflows (Cinematics, Sequence Player, Niagara), data integrity, performance tuning, and end-to-end feature delivery that supports faster iteration and release readiness.
May 2025 monthly summary for Poolpisher/DontLetThemCookPFE: Delivered a set of high-impact gameplay, cinematics, and stability improvements across the project, with a focus on business value, player experience, and data integrity. Key features shipped include a new SPEAR item and associated JanitorSpear spawn location with a kill box, a Sequence Player for cinematics, and introduced Toad Tongue Only and Groom replacement mechanics. The release also standardized deep gameplay updates around respawn and retake systems, expanded character animations and rope mechanics, and refreshed Groom assets for better polish and consistency. Major fixes addressed critical build reliability, item data table integrity, and cinema-related bugs, significantly reducing runtime issues and improving player-perceived stability. Cinematics and UI received notable polish with cursor-enabled cine playback and improved stability of the Cine Player, alongside lobby and scene-level cinematics fixes. Technologies and skills demonstrated span Unreal Engine workflows (Cinematics, Sequence Player, Niagara), data integrity, performance tuning, and end-to-end feature delivery that supports faster iteration and release readiness.
April 2025 performance summary for Poolpisher/DontLetThemCookPFE: Delivered core gameplay enhancement, infrastructure, and stability improvements across the project, enabling faster iteration, more reliable builds, and a smoother player experience.
April 2025 performance summary for Poolpisher/DontLetThemCookPFE: Delivered core gameplay enhancement, infrastructure, and stability improvements across the project, enabling faster iteration, more reliable builds, and a smoother player experience.
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