
Thomas Salto developed gameplay features and asset pipelines across multiple Unreal Engine projects, including Skukyky/DiscoProject, Skukyky/ProjetMiniGame, and RxTeK/RivalsProjetChara. He delivered level design enhancements, parkour and Crossy Road gameplay modes, and a fully integrated Luna Snow character, focusing on asset integration, animation, and input mapping. Using Unreal Engine Blueprints, Niagara VFX, and audio engineering, Thomas unified asset management to accelerate prototyping and improve player experience. His work addressed asset pipeline reliability, gameplay fidelity, and cohesive visual branding, demonstrating depth in both technical implementation and cross-team collaboration. The solutions enabled rapid iteration and stable, extensible game development workflows.

March 2025 summary for RivalsProjetChara: Luna Snow character delivers core gameplay, animations, and full integration into the character system, enabling a playable hero with rapid iteration for future characters.
March 2025 summary for RivalsProjetChara: Luna Snow character delivers core gameplay, animations, and full integration into the character system, enabling a playable hero with rapid iteration for future characters.
January 2025 monthly summary for Skukyky/ProjetMiniGame: Focused on unifying asset development for rapid gameplay prototyping and elevating player experience. Delivered a comprehensive Crossy Road asset and enhancement package, including new assets, blueprints, terrain variations, HUD, Niagara particle effects, and audio assets, enabling faster gameplay development. Implemented Niagara VFX and integrated weapon sounds (shotgun, sniper, exchangeur) to enrich audio design. Performed ParkourMap internal adjustments to stabilize assets and reduce integration risk with binary-only changes. These efforts improved asset pipeline reliability, accelerated prototyping, and improved overall gameplay fidelity. Technologies demonstrated include Unreal Engine Blueprints, Niagara VFX, and audio integration, along with cross-team collaboration between art and engineering.
January 2025 monthly summary for Skukyky/ProjetMiniGame: Focused on unifying asset development for rapid gameplay prototyping and elevating player experience. Delivered a comprehensive Crossy Road asset and enhancement package, including new assets, blueprints, terrain variations, HUD, Niagara particle effects, and audio assets, enabling faster gameplay development. Implemented Niagara VFX and integrated weapon sounds (shotgun, sniper, exchangeur) to enrich audio design. Performed ParkourMap internal adjustments to stabilize assets and reduce integration risk with binary-only changes. These efforts improved asset pipeline reliability, accelerated prototyping, and improved overall gameplay fidelity. Technologies demonstrated include Unreal Engine Blueprints, Niagara VFX, and audio integration, along with cross-team collaboration between art and engineering.
December 2024: Delivered critical feature work across two repos, strengthening visuals, gameplay foundations, and branding. DiscoProject: Level Design Enhancements and Asset Integration — asset revisions, level map updates, camera adjustments, and new external actors to improve visuals and level completion features (commits: 195b1d8afe95a26f075c331251f7929a52c04fe8; dd768f6b09e2fa5f412e5d143c7ef025ad06918e; ad9610c4a5ba245c55f3522435b2bf7ed0532377). ProjetMiniGame: Parkour Game Feature — core parkour gameplay, input actions, input mapping context, initial map assets, and updates to the main player blueprint, plus parkour assets and polish (commits: f3aed60cbfbc4cbaed9d1f6a07ccd2e3dcced4b9; c4e280702b5eabc7d5d0ef535784835a05d3a5a3; 8fd43db8c0b921077b962b0c96111855a04f6bc1; b829a68af3fee0d866cd5db47e03fcf4f03bf31c; 471ecece47c521af144aab8cce36a55acf09fb06; 6e773f9f4215e355c0bc5ecceac2a6aa4c7c018c; e98a18c908c2a2b98f4145b169372a1a5916eab3). Tron-Themed Player Assets — branded visuals for the player (commits: 8bfa630881a46530a2b6a9e469e2421bef59f91c; 13d647f310c35e6982381aa939e879df55cc4171). These efforts improve player experience, enable future content, and establish a cohesive aesthetic. Demonstrated technologies include asset pipelines, level design tooling, Unreal Engine blueprints, and gameplay input mapping.
December 2024: Delivered critical feature work across two repos, strengthening visuals, gameplay foundations, and branding. DiscoProject: Level Design Enhancements and Asset Integration — asset revisions, level map updates, camera adjustments, and new external actors to improve visuals and level completion features (commits: 195b1d8afe95a26f075c331251f7929a52c04fe8; dd768f6b09e2fa5f412e5d143c7ef025ad06918e; ad9610c4a5ba245c55f3522435b2bf7ed0532377). ProjetMiniGame: Parkour Game Feature — core parkour gameplay, input actions, input mapping context, initial map assets, and updates to the main player blueprint, plus parkour assets and polish (commits: f3aed60cbfbc4cbaed9d1f6a07ccd2e3dcced4b9; c4e280702b5eabc7d5d0ef535784835a05d3a5a3; 8fd43db8c0b921077b962b0c96111855a04f6bc1; b829a68af3fee0d866cd5db47e03fcf4f03bf31c; 471ecece47c521af144aab8cce36a55acf09fb06; 6e773f9f4215e355c0bc5ecceac2a6aa4c7c018c; e98a18c908c2a2b98f4145b169372a1a5916eab3). Tron-Themed Player Assets — branded visuals for the player (commits: 8bfa630881a46530a2b6a9e469e2421bef59f91c; 13d647f310c35e6982381aa939e879df55cc4171). These efforts improve player experience, enable future content, and establish a cohesive aesthetic. Demonstrated technologies include asset pipelines, level design tooling, Unreal Engine blueprints, and gameplay input mapping.
November 2024 monthly summary for Skukyky/DiscoProject: Delivered asset-level improvements to support new and adjusted levels in Unreal Engine without code changes. Focused on Level Design Asset Updates and asset refinement, ensuring tooling compatibility and readiness for QA and future iterations.
November 2024 monthly summary for Skukyky/DiscoProject: Delivered asset-level improvements to support new and adjusted levels in Unreal Engine without code changes. Focused on Level Design Asset Updates and asset refinement, ensuring tooling compatibility and readiness for QA and future iterations.
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