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Elias Duke

PROFILE

Elias Duke

Over three months, this developer contributed to Nicky-Nice-Games/UnityProject by building and refining core gameplay systems, focusing on item mechanics, AI navigation, and user interface feedback. They overhauled the puck and hazard systems, introducing tier-based behaviors, new models, and enhanced collision logic to deepen gameplay and improve player engagement. Their technical approach leveraged Unity, C#, and NavMesh, integrating persistent multi-use item systems and networked item spawning with server-bound RPCs. The work demonstrated depth through modular code refactoring, asset pipeline improvements, and robust AI pathfinding, resulting in a maintainable, scalable codebase that supports future gameplay and monetization features.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

37Total
Bugs
0
Commits
37
Features
10
Lines of code
25,472
Activity Months3

Work History

August 2025

15 Commits • 2 Features

Aug 1, 2025

2025-08 Monthly Summary for Nicky-Nice-Games/UnityProject. Focused on delivering a cohesive puck system overhaul and hazard visuals across tiers, tightening gameplay collisions, and stabilizing core mechanics to improve player engagement and retention. Highlights include asset-rich feature work, targeted behavior improvements, and robustness fixes that set the stage for future iterations.

July 2025

17 Commits • 6 Features

Jul 1, 2025

Month: 2025-07 — Summary: In July 2025, delivered a major set of gameplay and system updates across the UnityProject to enhance player clarity, AI-driven navigation, and networked item interactions, while strengthening UI feedback and maintainability. Key features delivered include a comprehensive Puck Tier Overhaul, introduction of new item types, and AI/navigation groundwork, complemented by UI improvements and a robust networked spawning flow. Key features and outcomes: - Puck Tier Overhaul and related adjustments: Overhauled the Puck item tier system (tier targeting logic, tier-based behaviors, icons, scaling) with 1-4 tier support; added prefabs and scripts; refined functionality and cleaned up code, resolving puck collision and ensuring correct tier behavior (tier 1 not equal to tier 4). - ProjectileBrick integration and puck adjustments: Introduced ProjectileBrick and aligned puck behavior with new functionality, including cleanup of ProjectileBrick usage in tracks/scenes. - New brick item types (Defense, Boost, Hazard): Added distinct brick-based items and integrated into the item system with corresponding prefabs. - AI Navigation enablement and pathfinding: Added NavMesh surfaces and installed AI Navigation package to enable AI agents to navigate game tracks. - UI Canvas for item display: Implemented CanvasHandler UI and integrated item display (Puck icon) into UI components for improved player feedback. - Networked item spawning system: Introduced server-bound RPC for item spawning and related network synchronization, including refactors and cleanup of spawn methods. Overall impact and accomplishments: - Increased gameplay depth and clarity through explicit tier-based mechanics, new item types, and improved visuals. - Enabled AI-driven track navigation and future autonomous testing, accelerating development and QA. - Strengthened networking reliability for item spawning, reducing desync risk and simplifying multiplayer workflows. - Enhanced player feedback with a cohesive UI for item status and actions, improving in-session decision making. - Clean, modular changes and refactors support faster iteration and easier maintenance going forward. Technologies/skills demonstrated: - Unity, Prefab-based architecture, NavMesh AI, AI Navigation package, UI systems (CanvasHandler), server-bound RPC networking, and comprehensive code cleanup/refactoring.

June 2025

5 Commits • 2 Features

Jun 1, 2025

June 2025 monthly report for Nicky-Nice-Games/UnityProject: Focused on delivering core level progression UX and a scalable item system to extend gameplay and monetization potential. Implemented Cup-1 level progression and starting UI, and introduced a persistent multi-use item system with tier usage, along with targeted fixes to stabilize item handling and pave the way for future item destruction logic.

Activity

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Quality Metrics

Correctness86.4%
Maintainability85.4%
Architecture81.4%
Performance78.4%
AI Usage21.2%

Skills & Technologies

Programming Languages

C#UnityUnity AssetUnity C#Unity PrefabUnity SceneYAML

Technical Skills

3D ModelingAI BehaviorAI NavigationAI PathfindingAnimationAsset ManagementBug FixingC# ScriptingCollision DetectionFeature ImplementationGame DevelopmentLevel DesignMaterial CreationNavMeshNetwork Programming

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

Nicky-Nice-Games/UnityProject

Jun 2025 Aug 2025
3 Months active

Languages Used

C#UnityUnity C#Unity PrefabUnity SceneYAMLUnity Asset

Technical Skills

C# ScriptingGame DevelopmentLevel DesignObject-Oriented ProgrammingScene ManagementScripting