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Eduuuuuuuuuuuu

Eduard Garcia Tobajas contributed to Burned-Games/W40K-TLM and CITM-MOBILE-DEVICES-TERRASSA/Jumping-Jack by developing and refining core gameplay systems, focusing on collision detection, physics, and 3D asset integration. He implemented GLTF-based colliders and overhauled scene data to improve accuracy and maintainability, using C#, Lua, and Unity. Eduard enhanced visual fidelity through particle systems and managed asset pipelines for smoother player interactions. His work addressed gameplay reliability, reduced debugging time, and enabled faster QA cycles. By updating scene configurations and integrating new physics logic, he delivered stable, scalable solutions that improved both player experience and future development workflows.

Overall Statistics

Feature vs Bugs

91%Features

Repository Contributions

21Total
Bugs
1
Commits
21
Features
10
Lines of code
738,613
Activity Months4

Work History

June 2025

9 Commits • 3 Features

Jun 1, 2025

June 2025 performance summary for Burned-Games/W40K-TLM: Delivered end-to-end physics and collision system improvements across levels 1–3, migrated level 3 to GLTF-based colliders, and cleaned up outdated collision assets. These changes stabilized interactions, improved accuracy of object physics, and reduced asset bloat, enabling faster QA cycles and more reliable iterations. Overall business value includes a smoother player experience, reduced debugging time, and a maintainable collision pipeline for future expansions.

May 2025

7 Commits • 3 Features

May 1, 2025

May 2025 monthly summary for Burned-Games/W40K-TLM focused on delivering a robust, verified collision system across levels 1–3, driving gameplay reliability and asset pipeline improvements. Delivered Level 2 Collisions Overhaul, Level 1 Collisions Initialization, and Level 3 Collisions Update, addressing critical physics issues and setting foundation for future optimization. Key outcomes include tighter collision accuracy, reduced detection anomalies, and improved scene/asset integrity across levels, enabling smoother player interactions and easier future maintenance.

April 2025

1 Commits • 1 Features

Apr 1, 2025

April 2025: Delivered Particle System / Visual Effects Enhancement for Burned-Games/W40K-TLM, introducing particle system functionality and refining a.TeaScene values for particle positioning, scaling, and materials. This produced a substantial uplift in visual fidelity and player immersion, supported by the commit a6e61a2ef279e2d46724773ed33084d4857a0ea4 (implemented particles). Demonstrated real-time graphics proficiency, shader/material tuning, and scene management with performance-conscious implementation.

November 2024

4 Commits • 3 Features

Nov 1, 2024

Month: 2024-11 — Jumping-Jack: Key feature deliveries, game-flow stabilization, and QA improvements. Focused on delivering tangible gameplay mechanics, robust state transitions, and release-ready test visuals to accelerate iteration and reduce post-release risk. Business value realized through clearer player feedback loops, reliable game-over handling, and smoother QA cycles.

Activity

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Quality Metrics

Correctness84.8%
Maintainability83.8%
Architecture81.8%
Performance76.2%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#JSONLuaTeaTeaSceneUnityUnity Scenejson

Technical Skills

3D Asset Integration3D Graphics3D Modeling3D modelingAsset IntegrationAsset ManagementC# ScriptingCollision DetectionData ManagementGame DevelopmentGame developmentLevel DesignLua ScriptingPhysicsPhysics Engine

Repositories Contributed To

2 repos

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

Burned-Games/W40K-TLM

Apr 2025 Jun 2025
3 Months active

Languages Used

jsonJSONTeaSceneLuaTea

Technical Skills

3D GraphicsGame DevelopmentScene Management3D Asset Integration3D Modeling3D modeling

CITM-MOBILE-DEVICES-TERRASSA/Jumping-Jack

Nov 2024 Nov 2024
1 Month active

Languages Used

C#UnityUnity Scene

Technical Skills

C# ScriptingGame DevelopmentPhysicsScene ManagementUI DevelopmentUnity

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