
Andrew Yablokov developed core gameplay systems for the Ewan-DuplessisK/PFE_FTJ_Proto and Loris-Moreau/UE_Traversal repositories, focusing on modularity and maintainability. He implemented a C++-driven health and modifier system with blueprint integration, enabling designer-friendly iteration for combat features. Andrew also built a hitboxing framework with attack and hurtbox separation, robust collision detection, and event broadcasting, while enhancing destruction physics through custom components and static geometry collections. His work included asset management improvements, codebase refactoring, and synchronization mechanisms to ensure data integrity between assets and levels. These efforts established a scalable, testable foundation for Unreal Engine-based game development.

May 2025 monthly summary for Ewan-DuplessisK/PFE_FTJ_Proto. Delivered foundational hitboxing system with separate attack/hurtbox components, collision handling, hit-event broadcasting, readability improvements, visibility defaults, and usage examples; resolved actor registration robustness issues. Refactored asset organization to clearly separate public and private components, improving maintainability and onboarding. Implemented Asset Data Synchronization after Asset Class changes to keep level data aligned with asset definitions. These efforts strengthened the core gameplay infrastructure, streamlined the asset pipeline, and reduced data drift between in-engine assets and levels, enabling faster iteration and more reliable builds.
May 2025 monthly summary for Ewan-DuplessisK/PFE_FTJ_Proto. Delivered foundational hitboxing system with separate attack/hurtbox components, collision handling, hit-event broadcasting, readability improvements, visibility defaults, and usage examples; resolved actor registration robustness issues. Refactored asset organization to clearly separate public and private components, improving maintainability and onboarding. Implemented Asset Data Synchronization after Asset Class changes to keep level data aligned with asset definitions. These efforts strengthened the core gameplay infrastructure, streamlined the asset pipeline, and reduced data drift between in-engine assets and levels, enabling faster iteration and more reliable builds.
April 2025 monthly summary highlighting delivery of core gameplay systems, targeted cleanup, and foundational framework work to enable faster iteration and improved stability. Focused on delivering robust destruction and hitboxing capabilities, while cleaning up the codebase to reduce technical debt and enable safer blueprint exposure and asset management.
April 2025 monthly summary highlighting delivery of core gameplay systems, targeted cleanup, and foundational framework work to enable faster iteration and improved stability. Focused on delivering robust destruction and hitboxing capabilities, while cleaning up the codebase to reduce technical debt and enable safer blueprint exposure and asset management.
March 2025: Delivered a Destructible Environments Prototype in Unreal Engine for PFE_FTJ_Proto. Implemented blueprints for player characters, projectiles, and weapons, plus game mode and level assets related to destructible environments. Included editor gitignore improvements for cleaner collaboration. Established a reusable prototype framework to accelerate iteration on gameplay mechanics and level design.
March 2025: Delivered a Destructible Environments Prototype in Unreal Engine for PFE_FTJ_Proto. Implemented blueprints for player characters, projectiles, and weapons, plus game mode and level assets related to destructible environments. Included editor gitignore improvements for cleaner collaboration. Established a reusable prototype framework to accelerate iteration on gameplay mechanics and level design.
December 2024 monthly summary for Loris-Moreau/UE_Traversal focused on delivering foundational gameplay infrastructure, stabilizing core systems, and enabling designer-driven iteration for combat features. Key features delivered: - Character Health System: Implemented core health functionality with a C++ prototype, blueprint integration, invincibility window, and death-related effects to support robust player/character survivability and clear UX during combat. - Modifier System: Introduced a modular UModifier component with C++ prototype and blueprintable support, alongside modifier assets and project cleanup to enable scalable stat/ability changes driven by designers. - Boss Character: Added a boss framework with a C++ Boss prototype and companion blueprint asset to enable scalable, engaging endgame encounters. Major bugs fixed: - Stabilized health and modifier prototypes through targeted blueprint/C++ fixes. - Cleaned up abandoned modifier blueprints/C++ components to reduce technical debt and improve maintainability. Overall impact and accomplishments: - Established reusable, designer-friendly gameplay infrastructure that accelerates feature delivery for combat, health, and boss encounters. - Improved modularity, testability, and stability of core systems, enabling faster iteration cycles and safer future changes. Technologies/skills demonstrated: - C++ and Blueprint integration in Unreal Engine, modular design patterns, asset-driven architecture, debugging and refactoring, cross-functional collaboration with design and art teams. Business value: - Faster feature delivery for core gameplay loops, reduced risk for future features, and a scalable foundation for future combat systems and boss encounters.
December 2024 monthly summary for Loris-Moreau/UE_Traversal focused on delivering foundational gameplay infrastructure, stabilizing core systems, and enabling designer-driven iteration for combat features. Key features delivered: - Character Health System: Implemented core health functionality with a C++ prototype, blueprint integration, invincibility window, and death-related effects to support robust player/character survivability and clear UX during combat. - Modifier System: Introduced a modular UModifier component with C++ prototype and blueprintable support, alongside modifier assets and project cleanup to enable scalable stat/ability changes driven by designers. - Boss Character: Added a boss framework with a C++ Boss prototype and companion blueprint asset to enable scalable, engaging endgame encounters. Major bugs fixed: - Stabilized health and modifier prototypes through targeted blueprint/C++ fixes. - Cleaned up abandoned modifier blueprints/C++ components to reduce technical debt and improve maintainability. Overall impact and accomplishments: - Established reusable, designer-friendly gameplay infrastructure that accelerates feature delivery for combat, health, and boss encounters. - Improved modularity, testability, and stability of core systems, enabling faster iteration cycles and safer future changes. Technologies/skills demonstrated: - C++ and Blueprint integration in Unreal Engine, modular design patterns, asset-driven architecture, debugging and refactoring, cross-functional collaboration with design and art teams. Business value: - Faster feature delivery for core gameplay loops, reduced risk for future features, and a scalable foundation for future combat systems and boss encounters.
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