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CristianStirbu

PROFILE

Cristianstirbu

Worked on the evertandersson/DegreeProjectREAL repository to develop and refine AI-driven enemy behaviors and asset workflows for a game project. Over two months, implemented a self-contained Flying Enemy AI using C++ and Unreal Engine Blueprints, centralizing movement, facing, and combat logic within the enemy class. Enhanced gameplay by introducing attack timing, damage application, and robust death handling, while updating binary assets to align visuals with new behaviors. Further improvements included obstacle navigation, pathfinding, and a pickup spawner system, as well as reorganizing asset structures for maintainability. Focus remained on AI programming, animation integration, and streamlined asset management throughout development.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

10Total
Bugs
0
Commits
10
Features
5
Lines of code
456
Activity Months2

Your Network

8 people

Work History

May 2025

6 Commits • 3 Features

May 1, 2025

May 2025 Monthly Summary for evertandersson/DegreeProjectREAL: Focused on advancing enemy AI, combat balance, and asset organization to improve player engagement and maintainability. Delivered three related feature sets: (1) Flying Enemy AI Balancing and Pathfinding – refined attack range, proximity-based decisions, and movement for more engaging combat; (2) Flying Enemy AI – Obstacle Navigation and Pickup Spawner – added ascending/diving navigation, introduced a new pickup spawner actor, and removed legacy damage logic to support new behavior; (3) Pickup Visuals and Asset Organization – added shield pickup visuals and reorganized asset structure under Pickups directory to improve asset management and visuals. These changes enable more dynamic combat scenarios, pave the way for additional AI behaviors, and streamline asset workflows.

April 2025

4 Commits • 2 Features

Apr 1, 2025

April 2025 monthly summary for evertandersson/DegreeProjectREAL focusing on AI-driven enemy behavior enhancements and asset pipeline improvements. Implemented self-contained Flying Enemy AI with direct movement and facing toward the player, centralized AI control within the enemy class, and introduced robust death handling that disables movement when dead. Added combat mechanics including attack timing and damage application, with integration to attack animations. Performed binary asset updates for flying enemies and griffon to align visuals/models with new AI behavior, without changing code logic. These changes streamline AI behavior, improve gameplay challenge, and ensure assets remain in sync with updated enemy capabilities.

Activity

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Quality Metrics

Correctness82.0%
Maintainability84.0%
Architecture76.0%
Performance80.0%
AI Usage20.0%

Skills & Technologies

Programming Languages

BlueprintC++HeaderUnreal EngineUnreal Engine AssetUnreal Engine BlueprintsUnrealScript

Technical Skills

3D ModelingAI ProgrammingAnimationAsset ManagementC++Game Asset IntegrationGame DevelopmentUnreal Engine

Repositories Contributed To

1 repo

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

evertandersson/DegreeProjectREAL

Apr 2025 May 2025
2 Months active

Languages Used

BlueprintC++Unreal EngineUnreal Engine BlueprintsUnrealScriptHeaderUnreal Engine Asset

Technical Skills

AI ProgrammingAnimationAsset ManagementC++Game DevelopmentUnreal Engine