<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Projects |</title><link>https://example.com/projects/</link><atom:link href="https://example.com/projects/index.xml" rel="self" type="application/rss+xml"/><description>Projects</description><generator>HugoBlox Kit (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Mon, 01 Jun 2026 00:00:00 +0000</lastBuildDate><image><url>https://example.com/media/icon_hu_e5ffefdcd177be74.png</url><title>Projects</title><link>https://example.com/projects/</link></image><item><title>Six Degrees</title><link>https://example.com/projects/six-degrees/</link><pubDate>Mon, 01 Jun 2026 00:00:00 +0000</pubDate><guid>https://example.com/projects/six-degrees/</guid><description>&lt;p&gt;&lt;strong&gt;Six Degrees&lt;/strong&gt; is a Hack &amp;rsquo;n&amp;rsquo; Slash action game built in Unreal Engine. Technical contributions focused on C++ gameplay systems, traversal mechanics, AI tuning, and plugin-level optimizations.&lt;/p&gt;
&lt;p&gt;📸 &lt;strong&gt;
&lt;/strong&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="-key-technical-contributions"&gt;🛠️ Key Technical Contributions&lt;/h2&gt;
&lt;h3 id="1-traversal--platforming-systems"&gt;1. Traversal &amp;amp; Platforming Systems&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Dynamic Traversal&lt;/strong&gt;: Designed and programmed a &lt;strong&gt;Wall Running System&lt;/strong&gt; in C++ inspired by &lt;em&gt;Spider-Man Remastered&lt;/em&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Grappling Hook&lt;/strong&gt;: Built a physics-based grappling hook using C++ and the Gameplay Ability System (GAS).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Platformer Actors&lt;/strong&gt;: Created modular platformer actors in C++, including &lt;strong&gt;Infinite Sliding&lt;/strong&gt;, &lt;strong&gt;Ziplines&lt;/strong&gt;, and &lt;strong&gt;Spline Rails&lt;/strong&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="2-combat-system--game-flow"&gt;2. Combat System &amp;amp; Game Flow&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;GAS Combat Flow&lt;/strong&gt;: Built combat flow logic using GAS, combining animation-driven combos, gameplay tags, and rotation locking for attack commitment.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;QTE &amp;amp; Takedowns&lt;/strong&gt;: Built a &lt;strong&gt;Quick Time Event (QTE)&lt;/strong&gt; system and Spider-Man style cinematic takedown prompts in C++ triggered via renderer visibility checks.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Camera Volumes&lt;/strong&gt;: Developed custom &lt;strong&gt;CameraMode Volumes&lt;/strong&gt; in C++ with spring-arm easing to dynamically adjust camera behavior based on area context.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="3-ai--navigation-architecture"&gt;3. AI &amp;amp; Navigation Architecture&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Smart World-Aware Traversal&lt;/strong&gt;: Extended Unreal&amp;rsquo;s Recast NavMesh with custom smart-link traversal proxies and interfaces, allowing AI to automatically negotiate procedural jump-links via Motion Warped mantles (Short, Medium, Tall) and safe ledge jumps.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Spider-Man Combat Coordinator&lt;/strong&gt;: Engineered a token-based combat role coordinator managing dynamic attack slots (&lt;code&gt;Attacker&lt;/code&gt;, &lt;code&gt;Flanker&lt;/code&gt;, &lt;code&gt;Waiter&lt;/code&gt;, &lt;code&gt;Supporter&lt;/code&gt;) and threat detection that triggers AI strafe-swaps and evasion when targeted by the player.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;3D Flying AI&lt;/strong&gt;: Developed 3D flight navigation with EQS combat repositioning, vertical Z-offsets, peer separation forces, and braking deceleration models.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;StateTree &amp;amp; Decision Planning&lt;/strong&gt;: Used Unreal&amp;rsquo;s &lt;strong&gt;StateTree&lt;/strong&gt; for high-level decision making alongside &lt;strong&gt;Behavior Trees&lt;/strong&gt; for GAS ability execution (migrated from an initial HTN evaluation).&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="4-animation--physics"&gt;4. Animation &amp;amp; Physics&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Motion Matching &amp;amp; GASP&lt;/strong&gt;: Integrated Motion Matching and GASP (Gameplay Animation Sample Project) in C++ for responsive, fluid locomotion transitions across all enemies.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Physical Animation&lt;/strong&gt;: Implemented Physical Animation using &lt;strong&gt;RBWC&lt;/strong&gt; (Rigid Body With Constraints) for realistic hit reactions and ragdoll blending.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="5-boss-encounters"&gt;5. Boss Encounters&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Boss Fight Logic&lt;/strong&gt;: Programmed combat loops, custom C++ tasks, and state machines for two boss encounters.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Phases &amp;amp; Scaling&lt;/strong&gt;: Implemented phase transitions and dynamic attack scaling based on player health thresholds.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="6-non-linear-quest--dialogue-system"&gt;6. Non-Linear Quest &amp;amp; Dialogue System&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;FlowGraph Scripting&lt;/strong&gt;: Created a branching Quest &amp;amp; Dialogue system using the &lt;strong&gt;FlowGraph&lt;/strong&gt; plugin.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Custom C++ Nodes&lt;/strong&gt;: Handled branching game states via custom C++ flow nodes linking NPC dialogue, encounter triggers, and quest persistence.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Documentation&lt;/strong&gt;: Authored technical documentation outlining quest node creation for team designers.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="7-character-customization-system"&gt;7. Character Customization System&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Mutable Integration&lt;/strong&gt;: Built character customization features using the &lt;strong&gt;Mutable Plugin&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;UI Integration&lt;/strong&gt;: Integrated the customization backend with &lt;strong&gt;Common UI&lt;/strong&gt; in C++ for menu navigation and mesh baking.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="8-performance--optimization"&gt;8. Performance &amp;amp; Optimization&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;13ms → 7ms Game-Thread Optimization&lt;/strong&gt;: Slashed Game-Thread time by 46% using Unreal Insights and an automated in-engine profiling pipeline that executes headless benchmark runs and exports trace metrics.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Zero-Allocation &amp;amp; Time-Slicing&lt;/strong&gt;: Optimized AI tick costs by eliminating per-frame heap allocations with pre-allocated evaluation vectors, frame-staggering expensive line-of-sight and ledge raycasts across ticks, and applying Significance Manager LOD scaling.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Forgotten Requiem</title><link>https://example.com/projects/forgotten-requiem/</link><pubDate>Thu, 20 Nov 2025 00:00:00 +0000</pubDate><guid>https://example.com/projects/forgotten-requiem/</guid><description>&lt;p&gt;Forgotten Requiem is a singleplayer Diablo-like Action RPG (ARPG) built in Unreal Engine using C++ and the &lt;strong&gt;Gameplay Ability System (GAS)&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;👉 &lt;strong&gt;
&lt;/strong&gt; &lt;em&gt;(Coming Soon)&lt;/em&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="-key-technical-architecture--systems"&gt;🛠️ Key Technical Architecture &amp;amp; Systems&lt;/h2&gt;
&lt;h3 id="1-flowgraph-quest--cinematic-dialogue"&gt;1. FlowGraph Quest &amp;amp; Cinematic Dialogue&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;25+ custom C++ Flow Nodes (dialogue, dialogue choice, cutscene, save game, spawn/alter enemies, apply gameplay effects, convert NPC to ally, etc.) drive a non-linear quest/dialogue graph that maps progress to GAS gameplay tags and player state, with a data-asset-driven camera preset/focus/shot system giving each dialogue node its own cinematic framing.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="2-gas-damage--debuff-pipeline"&gt;2. GAS Damage &amp;amp; Debuff Pipeline&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;A central &lt;code&gt;UGameplayEffectExecutionCalculation&lt;/code&gt; (&lt;code&gt;UCpp_ExecCalc_Damage&lt;/code&gt;) resolves Physical/Fire/Lightning/Arcane damage against per-type resistance attributes, applies radial falloff damage from an origin/inner/outer radius, and rolls elemental debuffs (Burn, Shock, Stun, Curse) plus several boss-unique status effects (Pandemonium, Pyre of False Comfort, Djinn&amp;rsquo;s Conduction Armor, Neural Dazzle) off a damage-type-to-debuff gameplay tag map.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="3-data-driven-boss-ai"&gt;3. Data-Driven Boss AI&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;A custom &lt;code&gt;UBTTask_BlueprintBase&lt;/code&gt; task (&lt;code&gt;UCpp_BTTask_BossBehaviorTask&lt;/code&gt;) turns boss combat into an author-defined state table: each combat state (melee/ranged combos, special attacks, stun, dodge, phase transform) lists distance-based conditions (in-range/closer-than/farther-than, or a Blueprint-custom predicate) that pick the next state — reshaping an entire boss fight is a data edit, not a C++ or Behavior Tree graph change.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="4-spatial-ambient-dialogue-system"&gt;4. Spatial (Ambient) Dialogue System&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;A data-driven system, independent of the main quest dialogue, where NPCs pick weighted in-world lines governed by a playback policy (repeatable / once-per-activation / once-per-combat / once-per-save with save-tagged persistence, priority interruption, anti-immediate-repeat).&lt;/li&gt;
&lt;li&gt;A polymorphic &lt;code&gt;USTRUCT&lt;/code&gt;-based trigger library (health-below-threshold with rearm, nearby-hostile-count with rearm, damaged-by-player, ability-used, ally-defeated, timed interval, gameplay event) covers combat and exploration contexts separately, so reactive barks need no manual per-encounter scripting.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="5-engine-replacement-gameplay-subsystems"&gt;5. Engine-Replacement Gameplay Subsystems&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Shared Timeline Subsystem&lt;/strong&gt;: A tickable world subsystem replacing per-actor &lt;code&gt;UTimelineComponent&lt;/code&gt; usage with pooled, curve-driven timeline tasks (duration/ratio/loop/reverse modes) exposed to both C++ &lt;code&gt;TFunction&lt;/code&gt; callbacks and Blueprint delegates.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Camera Subsystem&lt;/strong&gt;: Composes independent base/offset values (mirroring GAS&amp;rsquo;s base/current attribute pattern) for zoom, pitch, and FOV on top of a third-party cine-camera plugin, each interpolating on its own timer.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Actor Pool Subsystem&lt;/strong&gt;: Generic object pool for projectile/VFX actors that spreads pooled-actor destruction across frames to avoid a spike.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ally Subsystem&lt;/strong&gt;: Respawns fallen companions off-screen using async line-of-sight traces and navigation reachability queries, with separate in-combat/out-of-combat respawn delays.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="6-automated-test-harness--ci-style-runner"&gt;6. Automated Test Harness &amp;amp; CI-Style Runner&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;A standalone test plugin (compiled out of Shipping/Test) layers Epic&amp;rsquo;s &lt;strong&gt;Automation Test Framework&lt;/strong&gt;, &lt;strong&gt;CQTest&lt;/strong&gt;, &lt;strong&gt;FunctionalTesting&lt;/strong&gt;, and &lt;strong&gt;AutomationDriver&lt;/strong&gt; over dedicated test game mode/instance/world fixtures, so every suite runs against disposable fixtures instead of production save slots or levels.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Real input, not mocks&lt;/strong&gt;: a UI test drives the actual spell menu through &lt;code&gt;IAutomationDriverModule&lt;/code&gt;&amp;rsquo;s async driver — moving the cursor to a rendered button&amp;rsquo;s hit-tested screen position, clicking it, then injecting a raw keyboard press through Slate — and asserts production Enhanced Input bindings activated the ability the UI just equipped.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Runtime Flow-graph fixtures&lt;/strong&gt;: a quest test builds a &lt;code&gt;UFlowAsset&lt;/code&gt; graph from scratch via reflection (&lt;code&gt;FindFProperty&lt;/code&gt;/&lt;code&gt;ContainerPtrToValuePtr&lt;/code&gt; to wire node connections that aren&amp;rsquo;t exposed to C++), fires 260 kill notifications through it end-to-end, and verifies completion state round-trips through an actual disk save — exercising the exact production Flow nodes, not stubs.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Functional-test actors&lt;/strong&gt;: a checkpoint test spawns a real character and trigger volume and asserts on an actual physics overlap event, not a simulated one, checking save-to-disk and repeated-entry behavior.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Headless orchestration&lt;/strong&gt;: a PowerShell runner launches &lt;code&gt;UnrealEditor -game&lt;/code&gt; unattended, tails the live log file by holding a shared read handle while the engine process writes to it, streams pass/fail per test case to the console in real time, and emits HTML/JSON reports plus engine-side raw results — recovering partial results and marking the rest &amp;ldquo;not run&amp;rdquo; if the process crashes or times out.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="7-custom-unreal-editor-tooling"&gt;7. Custom Unreal Editor Tooling&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Interactive Viewport Gizmos&lt;/strong&gt;: &lt;code&gt;FComponentVisualizer&lt;/code&gt; subclasses with custom &lt;code&gt;HComponentVisProxy&lt;/code&gt; hit proxies let designers click-and-drag individual patrol points directly in the viewport (&lt;code&gt;HandleInputDelta&lt;/code&gt;/&lt;code&gt;GetWidgetLocation&lt;/code&gt;), plus a dedicated spawn-radius visualizer for enemy spawners.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Blueprint Compiler Extension&lt;/strong&gt;: A &lt;code&gt;UBlueprintCompilerExtension&lt;/code&gt; hooks &lt;code&gt;ProcessBlueprintCompiled&lt;/code&gt; to statically flag unsafe ability-delay usage at compile time — static analysis running inside the Blueprint compiler, not just runtime checks.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Custom Flow Graph Slate Nodes&lt;/strong&gt;: Hand-built &lt;code&gt;SGraphNode&lt;/code&gt; widgets (&lt;code&gt;SCpp_FlowGraphNode_Dialogue&lt;/code&gt;, &lt;code&gt;_DialogueChoice&lt;/code&gt;, &lt;code&gt;_StartDialogue&lt;/code&gt;) swapped in via custom &lt;code&gt;UFlowGraphNode&lt;/code&gt; subclasses so dialogue trees are readable at a glance in the graph editor.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Detail Panel Customization&lt;/strong&gt;: An &lt;code&gt;IDetailCustomization&lt;/code&gt; surfaces patrol data on the owning character&amp;rsquo;s details panel with custom row widgets and a clipboard transfer path that copies a patrol route struct from the component straight onto a Flow node.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Havoc</title><link>https://example.com/projects/havoc/</link><pubDate>Tue, 01 Oct 2024 00:00:00 +0000</pubDate><guid>https://example.com/projects/havoc/</guid><description>&lt;p&gt;Worked on &lt;strong&gt;Havoc&lt;/strong&gt;, a multiplayer team-based third-person shooter (TPS). Focused on building and optimizing UMG menu systems from Figma designs.&lt;/p&gt;
&lt;p&gt;👉 &lt;strong&gt;
&lt;/strong&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="-key-technical-contributions"&gt;🛠️ Key Technical Contributions&lt;/h2&gt;
&lt;h3 id="1-menu--ui-systems"&gt;1. Menu &amp;amp; UI Systems&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Figma Layouts&lt;/strong&gt;: Built modular UMG layouts matching Figma designs and screen scaling specs.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Settings Persistence&lt;/strong&gt;: Bound video, audio, gameplay, and keybind settings to C++ subsystems for dynamic updates and saving.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="2-ui-performance--optimization"&gt;2. UI Performance &amp;amp; Optimization&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Slate &amp;amp; UMG Optimization&lt;/strong&gt;: Created C++ base widgets structured to avoid unnecessary pre-passes and redraw ticks.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Input &amp;amp; Navigation&lt;/strong&gt;: Wrote keyboard and gamepad focus navigation handlers for submenus.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Junk! A Game About Robots</title><link>https://example.com/projects/junk/</link><pubDate>Mon, 01 Jul 2024 00:00:00 +0000</pubDate><guid>https://example.com/projects/junk/</guid><description>&lt;p&gt;Worked on &lt;strong&gt;Junk! A Game About Robots&lt;/strong&gt;, a robot fighting game. Responsibilities included building UMG menus, enemy AI, and a combat system using Unreal Engine&amp;rsquo;s &lt;strong&gt;Gameplay Ability System (GAS)&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;👉 &lt;strong&gt;
&lt;/strong&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="-key-technical-contributions"&gt;🛠️ Key Technical Contributions&lt;/h2&gt;
&lt;h3 id="1-gameplay-ability-system-gas-combat"&gt;1. Gameplay Ability System (GAS) Combat&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Modular Abilities&lt;/strong&gt;: Built robot abilities (melee attacks, active abilities, defensive maneuvers) with GAS and network replication.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Gameplay Tags&lt;/strong&gt;: Used GAS gameplay tags for ability states, cooldowns, and action cancelations.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="2-enemy-ai"&gt;2. Enemy AI&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Behavior Trees &amp;amp; Perception&lt;/strong&gt;: Built combat AI using Behavior Trees, Blackboards, and AI Perception to track targets and handle combat states.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Custom C++ Tasks&lt;/strong&gt;: Wrote C++ tasks for AI attack evaluation and movement logic.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="3-menu--ui-systems"&gt;3. Menu &amp;amp; UI Systems&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;UMG Architecture&lt;/strong&gt;: Created modular UMG widget classes for settings, gameplay HUDs, and garage configurations.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;UI Optimization&lt;/strong&gt;: Used delegate event listeners for UI updates instead of per-frame ticks.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Valor Arena: Wanderer's Struggle</title><link>https://example.com/projects/wanderers-struggle/</link><pubDate>Sat, 15 Jun 2024 00:00:00 +0000</pubDate><guid>https://example.com/projects/wanderers-struggle/</guid><description>&lt;p&gt;A 3D wave-based survival action game developed in Unreal Engine 5.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="-technical-features"&gt;🛠️ Technical Features&lt;/h2&gt;
&lt;h3 id="combat--gameplay-systems"&gt;Combat &amp;amp; Gameplay Systems&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Built modular combat systems including combo chains, ability triggers, stamina, and mana management.&lt;/li&gt;
&lt;li&gt;Integrated animation-driven gameplay logic and combat state handling.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="rogue-lite-upgrade-system"&gt;Rogue-lite Upgrade System&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Built a wave progression system with randomized upgrade card selection.&lt;/li&gt;
&lt;li&gt;Connected Blueprint UI systems with gameplay logic and data tables.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="enemy-ai--boss-design"&gt;Enemy AI &amp;amp; Boss Design&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Implemented enemy and boss AI using Behavior Trees, AI Perception, and custom tasks.&lt;/li&gt;
&lt;li&gt;Designed reusable combat behavior frameworks for multiple enemy archetypes.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="ui--gameplay-feedback"&gt;UI &amp;amp; Gameplay Feedback&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Created gameplay HUDs, minimap systems, and progression interfaces using UMG.&lt;/li&gt;
&lt;li&gt;Developed real-time UI updates synchronized with gameplay state changes.&lt;/li&gt;
&lt;/ul&gt;</description></item></channel></rss>