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Garrett Shipp

PROFILE

Garrett Shipp

Over ten months, this developer delivered robust gameplay systems and visual enhancements across the PaintTheWorld and Sci-Die repositories. They built scalable enemy frameworks, integrated wave-based combat, and implemented persistent game state management using C# and Unity. Their work included AI programming for both ground and flying enemies, advanced painting mechanics with real-time coverage tracking, and UI/UX improvements such as event-driven health updates and in-level shop systems. By refactoring core systems and centralizing data persistence, they improved maintainability and reliability. Shader development and 3D modeling further elevated visual fidelity, while disciplined debugging and version control ensured stable, iterative releases.

Overall Statistics

Feature vs Bugs

72%Features

Repository Contributions

219Total
Bugs
34
Commits
219
Features
88
Lines of code
20,536,509
Activity Months10

Work History

April 2026

37 Commits • 16 Features

Apr 1, 2026

April 2026 (2026-04) performance snapshot for PaintTheWorld: delivered key gameplay features, stability fixes, and UX improvements that directly impact player engagement and release quality. The work focused on completing core gameplay loops, onboarding, and post-game flow, while strengthening the foundation for future updates. Key achievements: - Painting mechanic fixed with a losing condition added (commits 4020967d159c6b56285ce4eecf50c8c97662a1e7; eecf6bcfbd6743ba0550b19286b8d424ebf9cd6b). - Intro scene and loading screen introduced to improve onboarding and perceived performance (commit 12499a834dd4c3bb4062d3db980f5a5c0cc7d60c). - Gamemodes and objectives system implemented and refined for varied playstyles (commits c62b0d807a1184cc874f54a311ea357b1cb5ee91; b9e4cfe817ed31ec83c577bc58b7c170354bf079; 9e82583053c3608419efab5581f4902ed306594a; 08afccfc0ca98b5bc58372cea1f6f63537f170ce; cf72ea69990da85c4bbb4caabf3f1aa375c38145; 56a79c60d21b6210b06332c04697827f4a19a6c0; 9d05f5c9463328ef64eb2a3371a951cf4e5374d7). - End sequence and flow improvements to ensure a satisfying and reliable finish (commits 635faf55afae622d708aeeb00be361d575437ce0; 16726cedbcc5189e6d60a012018543825f7e71ec). - UI/UX polish including font consistency and new mall pause menu to improve navigation and readability (commits 7e4ccdbf6d1a1ba318dd8ea427a4e5a717614e69; 8e564bd81f7331e278d2a56a1fd2f0a3c2f038d1). Major bugs fixed: - End sequence reliability: fixed end sequence to play as intended (commit 42e2b5f1117b5e8a56738f623fbaae736b97005c). - Scene save integrity: resolved missing save of scene (commit 1bb0cf5987b7b98f71a3a80bbdbbd703fb6a7eaa). - Money display accuracy: corrected money value display/handling (commit 7892ef5d205d85a6fb7b75a4e7abaa62919a0d19). - Focus-related pause behavior: clarified/repaired unfocused pause behavior (commit 550f3d869125a7d7afeeab99cd9bc64825ff1ab3). - Editor experience: disabled auto-pause in editor to prevent disruptive interruptions (commit e144fb2a8bc6941a7968a6784d6b9e93b4c0d289). - Poster capture and painting fixes: addressed poster capture/poster orientation and paint errors (commits 1265b34da140c009465aeba6b9cd6811af06309c; d4ae44389ec71bccda24e0f78bdd1dd2100d3247; 81d0b8577d096b7345a35c66af44aa2523291bad). - Misc maintenance: repo pull precondition noted to ensure up-to-date base (commit 1a22f5f2b2186126d96260fe0a06b2ce3c16d01a). Technologies/skills demonstrated: - Unity game development: scene management, UI, animations, and gameplay scripting. - NavMesh and pathing enhancements (Mall NavMesh changes; Jump points) to improve AI navigation and level flow. - AI/patrolling: Mall Patrol System Setup and Mall Scene Patrolling for realistic agent behavior. - UI/UX design: font consistency, in-game pause UI, and overall readability. - Robust debugging and incremental refactoring to reduce regressions and maintainability of a large game project. Overall impact: - Deliveries align with product goals for engaging, replayable gameplay and stable post-release experience. - Shorter iteration cycles and clearer ownership of game loops, UI, and end-game flow enable faster future updates and higher player satisfaction.

March 2026

27 Commits • 10 Features

Mar 1, 2026

March 2026 monthly summary for EricWRogers/PaintTheWorld. Focused on delivering robust gameplay infrastructure and high-impact features while stabilizing core art/interaction pipelines. Implemented cloud navigation and scene management across multiple environments (including subway settings) to enable seamless scene transitions and scalable level design. Built a flying enemy system with movement, progression logic, prefab support, and a kill button UI to enrich combat variety. Introduced random objective selection to boost replayability. Fixed critical painting and collision issues to improve visual fidelity and combat reliability. Enhanced mall scene visuals with cloud rendering and navigation mesh integration to improve pathing and immersion.

February 2026

7 Commits • 2 Features

Feb 1, 2026

February 2026 — PaintTheWorld: Delivered a major gameplay overhaul and a critical refactor to improve persistence, reliability, and maintainability. Implemented a unified painting system integrated with environments, removed the old enemy manager, enhanced enemy dynamics, and centralized game state persistence in GameManager. These changes reduce complexity, stabilize gameplay across scenes (including subway), and lay the groundwork for future features and analytics.

January 2026

5 Commits • 4 Features

Jan 1, 2026

January 2026 summary for EricWRogers/PaintTheWorld: Modernized the Unity toolchain, enhanced visuals, added paint-coverage metrics, and implemented AI ground navigation. These deliverables improve compatibility, user experience, gameplay analytics, and maintainability, supporting reliable releases and scalable codebase.

November 2025

9 Commits • 1 Features

Nov 1, 2025

November 2025 monthly summary for EricWRogers/PaintTheWorld focusing on features delivered and bug fixes, business impact, and technical achievements. What was delivered: - Unity Scene Visual Quality Improvements and Prefab/Layout Refinements: introduced a new cube prefab, updated scene layout, and shader/material enhancements; main menu/UI graphics refreshed to raise visual fidelity and gameplay polish. Major bugs fixed: - Visual and collision fixes including corrected shadows, hatch/painting shader fixes, and resolution of a duplicate cube mesh collider to ensure accurate rendering and collision behavior. Overall impact and accomplishments: - Substantive polish across visuals and scene composition that improves player immersion and onboarding, while enabling designers to iterate faster with refined prefabs and layout. - Stabilized builds and scene workflow (scene changes, saves, and builds) to reduce QA cycles and improve release confidence. Technologies/skills demonstrated: - Unity 3D tooling, Shader/Material pipeline, Prefab system, scene composition, and UI polish; disciplined version-control/iteration evidenced by incremental commits.

October 2025

68 Commits • 29 Features

Oct 1, 2025

October 2025 performance summary for EricWRogers/PaintTheWorld: Focused on delivering core gameplay systems, expanding developer tooling, and stabilizing the player experience across scenes. Key outcomes include deep integration of Power Painter and gun into development tools, Stage 1 implementation and bug fixes, and a robust core loop with difficulty scaling and respawning. Established a scalable wave-based enemy framework, in-level shop functioning, and a demo build packaging for stakeholder reviews. Major quality and polish improvements were achieved through shader enhancements, UI refinements, roof/scene updates, and CI/test build scaffolding. Bug fixes addressed critical gameplay issues (Stage 1 boss behavior, enemy damage calculation, health reset, camera and input stability) to improve reliability and playability. These efforts accelerate iteration cycles, improve in-game monetization flow, and position the project for QA and demos.

September 2025

33 Commits • 15 Features

Sep 1, 2025

September 2025 monthly summary for EricWRogers/PaintTheWorld: Focused on establishing a scalable game framework and delivering end-to-end gameplay features, enabling faster iteration and clearer business value. Key deliverables spanned enemy system development, boss encounter mechanics, painting interactions, and robust stage readiness, underpinned by stability improvements and better documentation. Key features delivered: - End-to-end enemy and park-stage loop: movement/AI, spawning, and reusable enemy prefabs (including Super Pup and Shield Bash variants) with park-stage integration, enabling scalable wave-based gameplay. - Boss encounter framework: lasers and slam interactions with functional boss laser, plus a baseline balance pass to be refined next. - Painting system: painting mechanic with related prefabs, correct paint color handling, and player paint trail for visual feedback and progression persistence. - Stage readiness and integration: Park stage layout, rails, and overall scene readiness to accelerate feature development. - Data persistence and reliability: PlayerManager saves data; scene scaffolding stabilized; hitbox improvements for reliable combat interactions. Overall impact and business value: - Delivered a cohesive, reusable asset and gameplay framework (prefabs, AI patterns, persistence) that reduces future integration effort across features. - Improved gameplay loop quality with end-to-end content from spawn to boss and painter interactions, increasing player engagement potential and retention. - Enhanced reliability and maintainability through scene management fixes and clearer documentation, facilitating onboarding and faster iteration cycles. Technologies/skills demonstrated: - Unity-based game architecture, prefab design, and scene management. - AI movement/attack behavior and basic boss mechanics. - Painting system integration and visual feedback mechanisms. - Data persistence via PlayerManager and cross-scene state handling. - Debugging, performance awareness, and documentation practices.

December 2024

9 Commits • 4 Features

Dec 1, 2024

December 2024 Monthly Summary for EricWRogers/Sci-Die: Delivered core gameplay systems, visual updates, and persistence infrastructure, with key stability improvements and refactors to support long-term maintainability and business value.

November 2024

20 Commits • 4 Features

Nov 1, 2024

November 2024 performance snapshot for EricWRogers/Sci-Die. Focused on delivering a playable boss encounter, overhauling the economy and shop, and stabilizing level flow through test scaffolding and UI refactors. Resulted in tangible gameplay features, scalable architecture, and reduced technical debt that supports future iterations and monetization potential.

October 2024

4 Commits • 3 Features

Oct 1, 2024

Monthly summary for 2024-10 focusing on delivering clear combat improvements and visual polish for Sci-Die. Achievements include a refactor of the Laser damage system and boss attack pattern, comprehensive combat visuals and balancing updates, and new enemy feedback assets that improve player clarity and engagement.

Activity

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Quality Metrics

Correctness82.4%
Maintainability81.0%
Architecture78.4%
Performance75.8%
AI Usage23.4%

Skills & Technologies

Programming Languages

C#CSharpHLSLJSONMarkdownShaderLabUnityUnity AssetUnity C#Unity Meta

Technical Skills

3D Animation3D Level Design3D Math3D Modeling3D Modeling Integration3D modelingAI BehaviorAI ProgrammingAI programmingAI/Behavior TreesAnimationAsset IntegrationAsset ManagementAsset OptimizationBug Fixing

Repositories Contributed To

2 repos

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

EricWRogers/PaintTheWorld

Sep 2025 Apr 2026
7 Months active

Languages Used

C#HLSLMarkdownUnityUnity MetaUnity PrefabUnity Scene DescriptionUnity YAML

Technical Skills

3D ModelingAI BehaviorAI ProgrammingAI/Behavior TreesAnimationC#

EricWRogers/Sci-Die

Oct 2024 Dec 2024
3 Months active

Languages Used

C#UnityUnity PrefabUnity AssetUnity C#Unity YAMLYAML

Technical Skills

Asset IntegrationC#C# ScriptingCollision DetectionGame DevelopmentPhysics