
Tyler Kendall developed core gameplay systems for the KobeRiddle-dev/TimeIsMoney repository over four months, focusing on dynamic card generation, randomized game starts, and betting integration. Using C++, Unreal Engine, and Blueprints, Tyler implemented a runtime card generator leveraging the World Partition system to support varied gameplay scenarios and improve testing coverage. He built UI and logic for randomizing player order and starting suits, and established foundational betting workflows by refactoring game setup logic and wiring betting to the game timer. Tyler also addressed UI reliability by debugging and updating player controller blueprints, resulting in smoother navigation and a more stable user experience.

December 2025 (2025-12) monthly summary for KobeRiddle-dev/TimeIsMoney focused on UI stability and reliability. Key work involved diagnosing and fixing a UI rendering issue that occurred after exiting a table view by updating the player controller and character blueprints to ensure UI elements render consistently. No new features shipped this month; the priority was stabilizing user experience and preventing regression. This work reduced user-facing bugs, improved overall app reliability, and contributed to smoother navigation and higher user satisfaction. Technologies demonstrated include Unreal Engine blueprints (player controller and character), UI debugging, and regression testing.
December 2025 (2025-12) monthly summary for KobeRiddle-dev/TimeIsMoney focused on UI stability and reliability. Key work involved diagnosing and fixing a UI rendering issue that occurred after exiting a table view by updating the player controller and character blueprints to ensure UI elements render consistently. No new features shipped this month; the priority was stabilizing user experience and preventing regression. This work reduced user-facing bugs, improved overall app reliability, and contributed to smoother navigation and higher user satisfaction. Technologies demonstrated include Unreal Engine blueprints (player controller and character), UI debugging, and regression testing.
October 2025 monthly summary for KobeRiddle-dev/TimeIsMoney: Focused on delivering the core Betting Integration with the Game Timer. Implemented end-to-end wiring by updating Unreal Engine asset files (blueprints for tables, players, and UI), established new betting logic and data structures, and validated wiring via asset hash/size changes. This lays the groundwork for real-time betting flows and broader gameplay integration.
October 2025 monthly summary for KobeRiddle-dev/TimeIsMoney: Focused on delivering the core Betting Integration with the Game Timer. Implemented end-to-end wiring by updating Unreal Engine asset files (blueprints for tables, players, and UI), established new betting logic and data structures, and validated wiring via asset hash/size changes. This lays the groundwork for real-time betting flows and broader gameplay integration.
September 2025: KobeRiddle-dev/TimeIsMoney delivered foundational randomization and wagering capabilities, enabling varied starting conditions and wager-based gameplay. Implemented UI and core logic to randomize starting orders/suits and established betting workflow with a setup UI and start logic refactor. These changes unlock new game modes, improve replayability, and provide a solid base for testing balancing scenarios.
September 2025: KobeRiddle-dev/TimeIsMoney delivered foundational randomization and wagering capabilities, enabling varied starting conditions and wager-based gameplay. Implemented UI and core logic to randomize starting orders/suits and established betting workflow with a setup UI and start logic refactor. These changes unlock new game modes, improve replayability, and provide a solid base for testing balancing scenarios.
February 2025 — KobeRiddle-dev/TimeIsMoney: Delivered a Random Card Generation System to enable runtime card creation and variation on the ProfPlaytest map. The feature orchestrates assets (landscapes, HLODs, lighting) within the World Partition system to support dynamic gameplay elements and testing scenarios. No major bugs documented for this period; maintenance focus remained on tooling and asset management.
February 2025 — KobeRiddle-dev/TimeIsMoney: Delivered a Random Card Generation System to enable runtime card creation and variation on the ProfPlaytest map. The feature orchestrates assets (landscapes, HLODs, lighting) within the World Partition system to support dynamic gameplay elements and testing scenarios. No major bugs documented for this period; maintenance focus remained on tooling and asset management.
Overview of all repositories you've contributed to across your timeline