
Will Hammar contributed to the Racketblast/SPM_GroupProject by designing and implementing core gameplay systems, focusing on wave mechanics, enemy integration, and challenge-based progression. He developed robust AI behaviors and pathfinding for flying enemies, introducing resilient line-of-sight and fallback logic to handle blocked routes. Using C++ and Unreal Engine Blueprints, Will enhanced mission and challenge systems, refined grenade-based objectives, and balanced gameplay through tuning of damage and spawn logic. His work included UI improvements, asset integration, and codebase refactoring, resulting in more maintainable, scalable systems that support rapid iteration, improved QA coverage, and richer player experiences across evolving game content.

June 2025 Monthly Summary for Racketblast/SPM_GroupProject: Delivered targeted AI and gameplay enhancements with focused bug fixes and refactors that improve player challenge, stability, and maintainability. The work emphasizes business value through stronger gameplay systems, faster iteration, and clearer ownership. Key outcomes: - Flying Enemy AI: Pathfinding, Perception, and Robustness Improvements. Enhanced line-of-sight handling (including through glass), resilient pathfinding when routes are blocked, and robust fallback maneuvers when enemies get stuck. Refactors cleaned up the AI flow for future iterations. - Grenade-based Challenges and Balance. Introduced a new grenade-based kill objective and tuned grenade damage and spawn counts to adjust pacing and difficulty, broadening the set of viable player strategies. - Bug fixes and quality improvements. Fixed an issue where flying enemies could teleport when the player sees through glass, improving fairness and consistency. - Code cleanup and refactors. Removed unused/obfuscated code paths and improved documentation/comments to support maintainability and onboarding. Impact and value: - Strengthened core AI and gameplay mechanics, enabling richer combat encounters and longer player engagement. - Faster iteration cycles and clearer feature ownership through incremental commits and refactors. - Improved QA stability and player satisfaction through concrete bug fixes and balance adjustments. Technologies and skills demonstrated: - AI programming: perception, line-of-sight, and pathfinding resilience - Gameplay balance and tuning: grenade damage, spawn logic, and encounter variety - Code quality: refactoring, dead-code removal, and documentation - Collaboration and version control: structured commits and feature ownership
June 2025 Monthly Summary for Racketblast/SPM_GroupProject: Delivered targeted AI and gameplay enhancements with focused bug fixes and refactors that improve player challenge, stability, and maintainability. The work emphasizes business value through stronger gameplay systems, faster iteration, and clearer ownership. Key outcomes: - Flying Enemy AI: Pathfinding, Perception, and Robustness Improvements. Enhanced line-of-sight handling (including through glass), resilient pathfinding when routes are blocked, and robust fallback maneuvers when enemies get stuck. Refactors cleaned up the AI flow for future iterations. - Grenade-based Challenges and Balance. Introduced a new grenade-based kill objective and tuned grenade damage and spawn counts to adjust pacing and difficulty, broadening the set of viable player strategies. - Bug fixes and quality improvements. Fixed an issue where flying enemies could teleport when the player sees through glass, improving fairness and consistency. - Code cleanup and refactors. Removed unused/obfuscated code paths and improved documentation/comments to support maintainability and onboarding. Impact and value: - Strengthened core AI and gameplay mechanics, enabling richer combat encounters and longer player engagement. - Faster iteration cycles and clearer feature ownership through incremental commits and refactors. - Improved QA stability and player satisfaction through concrete bug fixes and balance adjustments. Technologies and skills demonstrated: - AI programming: perception, line-of-sight, and pathfinding resilience - Gameplay balance and tuning: grenade damage, spawn logic, and encounter variety - Code quality: refactoring, dead-code removal, and documentation - Collaboration and version control: structured commits and feature ownership
May 2025 monthly summary for Racketblast/SPM_GroupProject focusing on delivering core gameplay system updates, stabilizing the wave-based flow, and aligning code with the main branch to support rapid iteration.
May 2025 monthly summary for Racketblast/SPM_GroupProject focusing on delivering core gameplay system updates, stabilizing the wave-based flow, and aligning code with the main branch to support rapid iteration.
April 2025 summary for Racketblast/SPM_GroupProject: Strengthened core gameplay loops and expanded designer control through core wave/system work, map-wide enemy integration, and a foundation for missions and challenges. Delivered production-ready wave mechanics, enhanced testing coverage, and UI improvements to support ongoing content delivery. Key features delivered: Wave System Core (readiness and core functionality), Wave Spawn System testing, Enemies placed in new maps, Wave Manager with support for multiple enemy types, Selective spawning at spawn points, Wave Manager UI grace time, Mission System groundwork and early work, Challenge System enhancements, Asset imports to support Challenge updates. Major bugs fixed: Wave System fixes, Wave Manager UI showing grace time, general Wave Manager improvements, mission fixes and widget/comments, small mission fixes and testing, and Do Not Unlock Next Level After Die fix. Wave Manager testing and comments also completed to improve QA coverage. Overall impact and accomplishments: Created a more reliable, scalable core for waves and missions that enables richer player experiences in new maps, supports diverse enemy compositions, and paves the way for ongoing campaigns and challenge-based progression. Improved QA coverage reduces risk of regressing gameplay in upcoming sprints, enabling faster iteration and content delivery. Technologies/skills demonstrated: Gameplay systems design (wave/spawn architecture), UI development (Wave Manager Grace Time), data-driven configuration for enemy types and spawn rules, QA and testing discipline, Unreal Engine asset integration and scripting, and cross-functional work with mission and challenge scaffolding.
April 2025 summary for Racketblast/SPM_GroupProject: Strengthened core gameplay loops and expanded designer control through core wave/system work, map-wide enemy integration, and a foundation for missions and challenges. Delivered production-ready wave mechanics, enhanced testing coverage, and UI improvements to support ongoing content delivery. Key features delivered: Wave System Core (readiness and core functionality), Wave Spawn System testing, Enemies placed in new maps, Wave Manager with support for multiple enemy types, Selective spawning at spawn points, Wave Manager UI grace time, Mission System groundwork and early work, Challenge System enhancements, Asset imports to support Challenge updates. Major bugs fixed: Wave System fixes, Wave Manager UI showing grace time, general Wave Manager improvements, mission fixes and widget/comments, small mission fixes and testing, and Do Not Unlock Next Level After Die fix. Wave Manager testing and comments also completed to improve QA coverage. Overall impact and accomplishments: Created a more reliable, scalable core for waves and missions that enables richer player experiences in new maps, supports diverse enemy compositions, and paves the way for ongoing campaigns and challenge-based progression. Improved QA coverage reduces risk of regressing gameplay in upcoming sprints, enabling faster iteration and content delivery. Technologies/skills demonstrated: Gameplay systems design (wave/spawn architecture), UI development (Wave Manager Grace Time), data-driven configuration for enemy types and spawn rules, QA and testing discipline, Unreal Engine asset integration and scripting, and cross-functional work with mission and challenge scaffolding.
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