
Ewan Duplessis worked on the PFE_FTJ_Proto repository, focusing on enhancing the combat system by refining weapon collision detection and integrating impulse effects for enemy interactions. Using Unreal Engine assets and Markdown, Ewan stabilized combat mechanics by addressing pawn and enemy collision issues, refining animation integration, and improving weapon behaviors within test environments. He also authored a comprehensive README for the weapon system, detailing usage, data models, debugging controls, and animation notifies, which streamlines onboarding and accelerates future development. This work provided clear technical guidelines and improved documentation, reducing future triage and supporting faster iteration on weapon-related game features.

April 2025 monthly summary for Ewan-DuplessisK/PFE_FTJ_Proto: Delivered critical combat polish and documentation improvements that enhance in-game realism, onboarding, and development velocity. Key outcomes include: 1) Comprehensive Weapon System README documenting usage, data models, debugging controls, and asset/class references with animation notifies and action mappings; 2) Collision and impulse fixes for the combat system, resolving pawn/enemy collisions and introducing impulse for DummyEnemy; refinements to animations, weapon behaviors, and test environments to stabilize combat; 3) These changes reduce future triage, accelerate feature iterations, and provide clearer developer guidelines for weapon-related features.
April 2025 monthly summary for Ewan-DuplessisK/PFE_FTJ_Proto: Delivered critical combat polish and documentation improvements that enhance in-game realism, onboarding, and development velocity. Key outcomes include: 1) Comprehensive Weapon System README documenting usage, data models, debugging controls, and asset/class references with animation notifies and action mappings; 2) Collision and impulse fixes for the combat system, resolving pawn/enemy collisions and introducing impulse for DummyEnemy; refinements to animations, weapon behaviors, and test environments to stabilize combat; 3) These changes reduce future triage, accelerate feature iterations, and provide clearer developer guidelines for weapon-related features.
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