
Vadim Grams contributed to multiple Unreal Engine projects, focusing on asset integration, animation, and environment art. On JoaBories/Project_WW1, Vadim implemented animation-driven features for character movement, climbing, and combat, enhancing player immersion and aligning visuals with design goals. For Alexandre-Coppens/Greek_Platformer, Vadim delivered new enemy assets, overhauled Level 1 environments, and established an asset integration workflow using UnrealScript and INI configuration. In JoaBories/WS_Chair, Vadim optimized lighting across several levels through binary map updates, improving ambience and performance without code changes. The work demonstrated depth in asset management, navigation mesh setup, and lighting systems, supporting reliable, scalable game development.

October 2025 (Month: 2025-10): In JoaBories/WS_Chair, delivered asset-level lighting enhancements across multiple levels (Gaming Room, Lara, Nox, Vadim) via binary map updates. No source code changes were required, enabling a low-risk, rapid rollout. The work improved ambience and performance by optimizing asset lighting without altering gameplay logic, and established a consistent lighting baseline across levels.
October 2025 (Month: 2025-10): In JoaBories/WS_Chair, delivered asset-level lighting enhancements across multiple levels (Gaming Room, Lara, Nox, Vadim) via binary map updates. No source code changes were required, enabling a low-risk, rapid rollout. The work improved ambience and performance by optimizing asset lighting without altering gameplay logic, and established a consistent lighting baseline across levels.
June 2025 monthly summary for the Alexandre-Coppens/Greek_Platformer focusing on key visuals, AI navigation, and lighting improvements. Delivered core Level 1 environment enhancements, AI navigation groundwork, and lighting system work, with stabilizing bug fixes to support reliable release quality and future feature work.
June 2025 monthly summary for the Alexandre-Coppens/Greek_Platformer focusing on key visuals, AI navigation, and lighting improvements. Delivered core Level 1 environment enhancements, AI navigation groundwork, and lighting system work, with stabilizing bug fixes to support reliable release quality and future feature work.
May 2025 monthly summary for Alexandre-Coppens/Greek_Platformer: Delivered key visual and environment enhancements for Level 1. Features delivered include new enemy assets with animations and an extensive Level 1 environment overhaul. Key achievements included two commits for Shield and Sword enemy animations and seven WIP commits focused on trees, foliage, and maps. No major bugs documented in this period; the work prioritized asset integration and pipeline setup to accelerate next milestones. Overall, these efforts improve gameplay visuals, level fidelity, and iteration speed, laying a solid foundation for upcoming content. Demonstrated technologies and skills include 3D/2D asset creation, animation pipelines, level design integration, asset management, and strong Git-based collaboration.
May 2025 monthly summary for Alexandre-Coppens/Greek_Platformer: Delivered key visual and environment enhancements for Level 1. Features delivered include new enemy assets with animations and an extensive Level 1 environment overhaul. Key achievements included two commits for Shield and Sword enemy animations and seven WIP commits focused on trees, foliage, and maps. No major bugs documented in this period; the work prioritized asset integration and pipeline setup to accelerate next milestones. Overall, these efforts improve gameplay visuals, level fidelity, and iteration speed, laying a solid foundation for upcoming content. Demonstrated technologies and skills include 3D/2D asset creation, animation pipelines, level design integration, asset management, and strong Git-based collaboration.
Month: 2024-12 — JoaBories/Project_WW1: Implemented major animation-driven features to elevate movement, traversal, combat, and map visuals. Key delivered items include: Character Movement Animations (Walk/Run/Jump) with assets and commits: bd62f098a224b431cfbee6bc6c282f81b0e78e0f; 2e0575f8a71a2a635998ec529a443c144873b8cd; 163a58f8a500721fde38f5d1630ebd346c873e50; 9690f6fb3f970baab527482788bb3c8c2276dfcc. Climbing Animation Set with commits 3ec6cc9a4b41d21e4eb0d7cef61a0effdd7bf5f4; 23b5774f9ff0edf04110848c80582a23665ca7e8. Map Animation Visuals with commit f16eb71b9c4af1a5d8d183071a5687df8b1591da. Combat and Animation Pack Overhaul with commits e6428044d874529d1b7f9c34c93fe9c73c08259d; 1d4c48e553e3a0c7393d4bed137dd6271c03c702; 885b73110a6297229c0b30c2a09e41a85eb70c4a. These updates strengthen player immersion, provide a scalable animation pipeline, and improve alignment with design goals.
Month: 2024-12 — JoaBories/Project_WW1: Implemented major animation-driven features to elevate movement, traversal, combat, and map visuals. Key delivered items include: Character Movement Animations (Walk/Run/Jump) with assets and commits: bd62f098a224b431cfbee6bc6c282f81b0e78e0f; 2e0575f8a71a2a635998ec529a443c144873b8cd; 163a58f8a500721fde38f5d1630ebd346c873e50; 9690f6fb3f970baab527482788bb3c8c2276dfcc. Climbing Animation Set with commits 3ec6cc9a4b41d21e4eb0d7cef61a0effdd7bf5f4; 23b5774f9ff0edf04110848c80582a23665ca7e8. Map Animation Visuals with commit f16eb71b9c4af1a5d8d183071a5687df8b1591da. Combat and Animation Pack Overhaul with commits e6428044d874529d1b7f9c34c93fe9c73c08259d; 1d4c48e553e3a0c7393d4bed137dd6271c03c702; 885b73110a6297229c0b30c2a09e41a85eb70c4a. These updates strengthen player immersion, provide a scalable animation pipeline, and improve alignment with design goals.
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