EXCEEDS logo
Exceeds
Blanquette0315

PROFILE

Blanquette0315

Over three months, TJ Kim contributed to the NbcampUnreal/1st-Team1-Final-Project repository by building and refining core Unreal Engine systems for level design, editor tooling, and runtime stability. He developed a modular placement and build framework, overhauled level and lobby UIs, and enhanced the dungeon editor with save/load and integration features. Using C++, Blueprints, and asset management, he improved data-driven workflows, optimized asset footprints, and addressed memory lifecycle issues. His work included collision system upgrades, lighting and material improvements, and bug fixes that stabilized seamless travel. The result was a more efficient, maintainable, and production-ready game development environment.

Overall Statistics

Feature vs Bugs

81%Features

Repository Contributions

94Total
Bugs
10
Commits
94
Features
42
Lines of code
76,978
Activity Months3

Work History

July 2025

3 Commits • 1 Features

Jul 1, 2025

July 2025 monthly summary for NbcampUnreal/1st-Team1-Final-Project: Key features delivered include Room Blueprint Asset Revisions and Lighting Optimizations with asset revisions (OIDs) and file-size reductions and lighting tweaks. Major bugs fixed include cleanup of dynamically spawned actors before seamless travel to prevent memory leaks and refactoring of health broadcast to occur after health updates in the stat component. Overall impact: improved runtime stability, smoother seamless travel, and a leaner asset footprint, contributing to faster iteration cycles and better player experience. Technologies/skills demonstrated: Unreal Engine blueprint asset management, asset optimization, memory lifecycle management, code refactoring, and disciplined version control. Business value: more reliable gameplay transitions, reduced asset sizes, and more predictable performance.

June 2025

55 Commits • 27 Features

Jun 1, 2025

June 2025 performance highlights for NbcampUnreal/1st-Team1-Final-Project: Delivered substantial UI and editor improvements to accelerate content iteration and deployment, with strong emphasis on user experience and build stability. Key features delivered include Level UI overhaul with asset updates across MainLevelUI and CustomLevelUI, plus ongoing UI tweaks to refine usability. Lobby UI improvements were implemented, including fixes and popup integration to streamline user flows. Dungeon Editor enhancements enable robust save/load functionality and integration with CustomLobbyLevel and BuildManager, complemented by new test levels for development and filming. Room module modeling was applied to improve spatial accuracy and reuse. Build process and UI integration were strengthened via Build.cs updates and wiring of the Setting UI, alongside a Build.CS fix to resolve compilation issues; data serialization bugs were addressed to improve data integrity. Content and level updates cover balance, VFX, lighting, and visuals; collision system enhancements include a new collision trace channel and adjusted room depth, plus boss room collision fixes and polishing. Ceiling material addition and lighting improvements contributed to a more polished, production-ready experience. Overall impact: faster iteration cycles, higher release readiness, and clearer demonstration of technical craftsmanship and cross-team collaboration.

May 2025

36 Commits • 14 Features

May 1, 2025

May 2025 Monthly Summary for NbcampUnreal/1st-Team1-Final-Project Overview: Delivered foundational editor/system initialization, a scalable placement framework, and a more robust Build pipeline, while advancing a data-driven content workflow. Focused on stabilizing development and accelerating iteration cycles for level design and gameplay prototyping. Key achievements (Top 5): - System Init and Editor Setup: Established startup initialization and Rider/ DefaultEditor.ini configuration to ensure consistent environments and faster onboarding across teams. Commits include e1f4ac8d4e8fb87e783a9d199feefa05252a4a28 and 697f153139adac192ae0dfbcd406d93e958b8971. - GS_PlacerBase and Placers: Implemented and expanded Placer base and related UI components to enable rapid level design and object placement workflows. Commits include 03fedc186e3d14db45b40661779f4946bec90807, 01645da8cd85586a8d36788abec512df2d84fbde, 8cef8d529c59249267f00403f70723096c68a626, and 6932b80fff528b074ca53b1703bc58dc100938a7. - Build Manager Core and UI Integration: Added BuildManager, its references, input actions, and GS_BuildManager features, strengthening the build/compile-time orchestration and editor interactions. Commits include 283a9d1e55bef5d2090f3f41bb39f84d0c04fee0, 733e3ff0c22a6adaa986320791b9f7b709fb6a4f, bdbbbf1f0d5a3e0d86e1c87bc2228015b972d2ea, and 398210ac51d4ba4a38dc345e9e3663b92fa7074c. - DataTable and Asset Workflow Enhancements: Added and updated DataTable assets, TempPlacerBase assets, and SH_Map modifications; addressed DataTable modification issues to improve data-driven content workflows. Commits include 77f4b42ef7d5d6583febaef5e83b975f7219bb07, 45b77af6b37076c0178c824fde9b213694a98c3a, and 8423f20fafaf7a7d1ebf261a6b490ed6de2fdc3c. - Dungeon Editor Foundation & Test Level Tweaks: Implemented dungeon editing foundations and tuned the test level (JSH_TestLevel) for stability and faster prototyping, complemented by InGameTestLevel asset updates. Commits include 6d4372db5be699a095268b2195ebe1d9347ae808 and 94402e4ac5485bd52206328223d30db942e471e2. Major bugs fixed: - JSH_TestLevel issues resolved and Git conflicts cleaned up (be0e4208488ab171b75e5d23e5ec3d2814d33e7f; aec9c69f929b7de75c1d63509d9bd995492c49d1). - DataTable modification bugs fixed (8423f20fafaf7a7d1ebf261a6b490ed6de2fdc3c). - InGameTestLevel tweaks and related Room Prop adjustments to improve stability (c3bdef9af90265db9eb46d4b6ef51804d3848d9c; d5c94c7a52c2c8d263197f8545d7d1e60c33c3a8). - TrapPlacer messaging and Transform/RotateAction behavior fixes (76571d70f1130c0cf4764d9ee51208daac861ffd). Overall impact and accomplishments: - Accelerated development workflow with a robust editor/system initialization, a reusable Placer framework, and an integrated Build pipeline, reducing setup time and enabling rapid prototyping of levels and gameplay systems. - Strengthened data-driven content flow through DataTable enhancements and asset updates, improving consistency and reusability of level content. - Stabilized test environments and editor UX through foundational dungeon editor work and targeted bug fixes, accelerating iteration cycles for designers and engineers. Technologies and skills demonstrated: - Unreal Engine editor scripting, C++/UI integration, and asset management (DataTable, SH_Map, TempPlacerBase). - UI/UX for level design workflows (GS_PlacerBase, BuildManager widgets, DungeonEditor Widget). - Build and dev-ops thinking (BuildManager, input actions, references) and Git-based collaboration with conflict resolution.

Activity

Loading activity data...

Quality Metrics

Correctness83.4%
Maintainability82.8%
Architecture79.6%
Performance77.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

BlueprintC#C++Git AttributesHOCONINIJSONUAssetUnreal EngineUnreal Engine Asset

Technical Skills

3D ModelingActor Component ManagementActor ManagementAnimation IntegrationAsset IntegrationAsset ManagementAsset OptimizationBlueprintBlueprintsBug FixingBuild ConfigurationBuild SystemBuild System ConfigurationC++C++ Development

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

NbcampUnreal/1st-Team1-Final-Project

May 2025 Jul 2025
3 Months active

Languages Used

BlueprintC#C++HOCONINIJSONUAssetUnreal Engine

Technical Skills

3D ModelingActor Component ManagementAsset IntegrationAsset ManagementBuild SystemC++

Generated by Exceeds AIThis report is designed for sharing and indexing