
Thomas Boinet developed and enhanced core gameplay systems across multiple Unreal Engine repositories, including Skukyky/DiscoProject, ProjetMiniGame, and MurderProject. He delivered features such as camera mechanics, multiplayer networking, and character animation, focusing on asset integration and gameplay stability. Using C++, Blueprint scripting, and asset management, Thomas improved player experience by refining UI, audio feedback, and combat mechanics while maintaining clean project organization. His work addressed both feature delivery and bug resolution, resulting in more reliable builds and faster iteration cycles. The depth of his engineering is reflected in robust asset pipelines, editor tooling, and multiplayer-ready gameplay systems.

May 2025: Focused on asset hygiene and gameplay stability for Skukyky/MurderProject. Reduced asset clutter by cleaning legacy .uasset files across environments, characters, and effects; fixed a blueprint-related gameplay issue in PlayerMurderMystery via asset-based changes. These efforts reduce risk in releases, improve asset load times, and accelerate development and onboarding.
May 2025: Focused on asset hygiene and gameplay stability for Skukyky/MurderProject. Reduced asset clutter by cleaning legacy .uasset files across environments, characters, and effects; fixed a blueprint-related gameplay issue in PlayerMurderMystery via asset-based changes. These efforts reduce risk in releases, improve asset load times, and accelerate development and onboarding.
April 2025 monthly summary for RxTeK/RivalsProjetChara. Focused on StarLord character asset integration and test-map readiness. Completed key asset/UI updates and prepared the asset pipeline for QA and playtesting.
April 2025 monthly summary for RxTeK/RivalsProjetChara. Focused on StarLord character asset integration and test-map readiness. Completed key asset/UI updates and prepared the asset pipeline for QA and playtesting.
March 2025 monthly summary for Skukyky/MurderProject and RxTeK/RivalsProjetChara focused on delivering core gameplay enhancements, enabling multiplayer readiness, and stabilizing the experience with targeted bug fixes. Key work spans gun-drop and death-drop mechanics, major animation/melee system enhancements, grab skill introduction, and supporting networking and UI for multiplayer scenarios. Technical polish included animation, audio, VFX, and combat visuals improvements to raise production quality and user engagement.
March 2025 monthly summary for Skukyky/MurderProject and RxTeK/RivalsProjetChara focused on delivering core gameplay enhancements, enabling multiplayer readiness, and stabilizing the experience with targeted bug fixes. Key work spans gun-drop and death-drop mechanics, major animation/melee system enhancements, grab skill introduction, and supporting networking and UI for multiplayer scenarios. Technical polish included animation, audio, VFX, and combat visuals improvements to raise production quality and user engagement.
February 2025 highlights delivered end-to-end playable experiences, richer audiovisual feedback, editor efficiency, and build reliability across two Unreal Engine projects. This performance-focused month forged stronger player engagement potential, reduced iteration cycles, and improved deployment stability. Key outcomes and business value: - More polished game modes with immediate playability and feedback loops - Leaner builds and reduced replication issues for faster releases - Improved editor productivity via Blueprint Assist integration - Clear traceability from commits to features for faster onboarding and review
February 2025 highlights delivered end-to-end playable experiences, richer audiovisual feedback, editor efficiency, and build reliability across two Unreal Engine projects. This performance-focused month forged stronger player engagement potential, reduced iteration cycles, and improved deployment stability. Key outcomes and business value: - More polished game modes with immediate playability and feedback loops - Leaner builds and reduced replication issues for faster releases - Improved editor productivity via Blueprint Assist integration - Clear traceability from commits to features for faster onboarding and review
January 2025 monthly summary for Skukyky/ProjetMiniGame. Focused on delivering key gameplay enhancements, visual polish, and stability improvements across SkyDeath and TPS modes, with an emphasis on business value, player engagement, and asset hygiene. Resulted in 17 commits across seven feature/bug areas, enabling richer gameplay, clearer win conditions, improved feedback, and more reliable mechanics.
January 2025 monthly summary for Skukyky/ProjetMiniGame. Focused on delivering key gameplay enhancements, visual polish, and stability improvements across SkyDeath and TPS modes, with an emphasis on business value, player engagement, and asset hygiene. Resulted in 17 commits across seven feature/bug areas, enabling richer gameplay, clearer win conditions, improved feedback, and more reliable mechanics.
December 2024 monthly summary: Across DiscoProject and ProjetMiniGame, delivered core gameplay foundations, camera/audio polish, and stability fixes that enhance player experience and reduce maintenance. Key features delivered: DiscoProject — Camera rhythm, zoom/dezoom enhancements; initial camera setup and updates; pulse camera toggle; audio enhancements for gameplay feedback; character jumping mechanics fix; Kill Zone asset updates; gameplay/config cleanup after HoudiniEngine removal. ProjetMiniGame — TPS Shooter Game Core and UI; TPS Scoring and Leaderboard; TPS Core Enhancements; TPS Guns updates; SkyfallObject gameplay. Major bugs fixed: Jumping mechanics restored; TPS Spawn and Collision fixes; TPS Camera/UI visual fixes; TPS Timer fix; TPS Multiplayer fix; Minor Fix. Impact: improved player engagement, stability, and faster iteration cycles; Technologies/skills demonstrated: Unreal Engine configuration cleanup, Blueprint debugging, asset/audio integration, UI/UX improvements, animation/VFX, and basic networking fixes.
December 2024 monthly summary: Across DiscoProject and ProjetMiniGame, delivered core gameplay foundations, camera/audio polish, and stability fixes that enhance player experience and reduce maintenance. Key features delivered: DiscoProject — Camera rhythm, zoom/dezoom enhancements; initial camera setup and updates; pulse camera toggle; audio enhancements for gameplay feedback; character jumping mechanics fix; Kill Zone asset updates; gameplay/config cleanup after HoudiniEngine removal. ProjetMiniGame — TPS Shooter Game Core and UI; TPS Scoring and Leaderboard; TPS Core Enhancements; TPS Guns updates; SkyfallObject gameplay. Major bugs fixed: Jumping mechanics restored; TPS Spawn and Collision fixes; TPS Camera/UI visual fixes; TPS Timer fix; TPS Multiplayer fix; Minor Fix. Impact: improved player engagement, stability, and faster iteration cycles; Technologies/skills demonstrated: Unreal Engine configuration cleanup, Blueprint debugging, asset/audio integration, UI/UX improvements, animation/VFX, and basic networking fixes.
November 2024 — Skukyky/DiscoProject: Focused on stabilizing core gameplay through camera system enhancements, new mechanics, and UI groundwork, while delivering targeted bug fixes and performance improvements. Key features delivered include Camera System Core Enhancements and Debugging, Camera System Bug Fixes, Menu System groundwork, Destroyable Platform feature, and Grapple Slider System Enhancements. Major bugs fixed encompassed camera stability, focus accuracy, and death-zone handling, resulting in more reliable player visibility and movement. Overall impact: smoother camera experience, richer traversal options, and a solid foundation for future features, with improved iteration speed thanks to dedicated tests and debugging tools. Technologies/skills demonstrated: Unreal Engine Blueprint/C++, BP_Cam, Zoom/Dezoom, last-player rendering checks, detachment integration, and a structured testing/debugging approach.
November 2024 — Skukyky/DiscoProject: Focused on stabilizing core gameplay through camera system enhancements, new mechanics, and UI groundwork, while delivering targeted bug fixes and performance improvements. Key features delivered include Camera System Core Enhancements and Debugging, Camera System Bug Fixes, Menu System groundwork, Destroyable Platform feature, and Grapple Slider System Enhancements. Major bugs fixed encompassed camera stability, focus accuracy, and death-zone handling, resulting in more reliable player visibility and movement. Overall impact: smoother camera experience, richer traversal options, and a solid foundation for future features, with improved iteration speed thanks to dedicated tests and debugging tools. Technologies/skills demonstrated: Unreal Engine Blueprint/C++, BP_Cam, Zoom/Dezoom, last-player rendering checks, detachment integration, and a structured testing/debugging approach.
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