EXCEEDS logo
Exceeds
Kadeem Cherman

PROFILE

Kadeem Cherman

Kassie developed core gameplay systems and overhauled user interfaces for the crazed6/CapstoneTFS_Fall2025 repository, focusing on input management, persistent settings, and user experience. She engineered a unified input system supporting gamepads, keyboard, touch, and XR controllers, with cross-device bindings and session persistence using C# and Unity. Kassie refactored UI flows for pause, settings, and save/load menus, integrating prefab-based UI and asset management to streamline configuration and usability. Her work included a new intro video scene, auto-detection of monitor specs, and robust font asset restoration, resulting in a maintainable, device-compatible codebase with improved stability, configuration persistence, and onboarding experience.

Overall Statistics

Feature vs Bugs

83%Features

Repository Contributions

15Total
Bugs
1
Commits
15
Features
5
Lines of code
69,242
Activity Months3

Work History

September 2025

5 Commits • 2 Features

Sep 1, 2025

September 2025 monthly summary for project crazed6/CapstoneTFS_Fall2025. Delivered a substantial UI/UX overhaul and an intro video scene, focusing on user experience, stability, and configuration persistence across the Capstone project. The work drove improved usability, device compatibility, and smoother onboarding into the main menu flow.

August 2025

5 Commits • 2 Features

Aug 1, 2025

In August 2025, delivered two major features for crazed6/CapstoneTFS_Fall2025, enhancing player UX and maintainability: (1) Pause Menu and Settings UI Enhancements and (2) Save/Load System UI within the Settings Menu. Implemented persistent key bindings and a functional pause panel with options (Resume, Quit, Load Game, Settings), added an in-game settings panel, and refactored UI/input handling with updated visuals and assets; checkpoint-aligned pause behavior was ensured. Commits driving this work include: 50433bdbb240a3ffbe0b228cfa7f267f57c258dd (UI tickets completed; reading from saved file key bindings & persist, pause panel with buttons quit, resume, load Game, settings and settings panel in game also exempt pause at checkpoints), 91679d7ceb6d8cc914bd0ec2ea691e80cd31a69c (redo of scripts and pauseUI due to a folder created in my work ing branch. and addition to the save menu UI.), cc42297c34065ae2416a17ccee156c99651056a9 (updates to include the image assests for main menu and pause menu UI, updated prefabs of pause menuUI and saved game file UI). (2) Save/Load System UI within Settings Menu added UI elements for save/load with a dedicated panel to manage saved games (load/delete/view), integrating with the existing save/load functionality. Commits: 2b49a3d748d467fa14951a737988e6fd230ed71c, f6fe13723abf49dd30913691e624e462362cd2c9 (UI changes and missing assets added; using Josh code pattern without touching the original code). Overall impact: The changes significantly improve in-game usability and save management, enabling streamlined play testing and smoother user flows across sessions. These updates also establish a maintainable UI architecture with clear separation between UI/pause logic and game state, supporting faster future feature delivery. Technologies/skills demonstrated: Unity UI system, C# scripting, prefab-based UI, asset pipeline and version control, UI/input handling, and UX-focused refactoring.

July 2025

5 Commits • 1 Features

Jul 1, 2025

July 2025 monthly summary for crazed6/CapstoneTFS_Fall2025: Focused on delivering a centralized, cross-device input system and UI bindings, plus stabilizing UI rendering via font asset restoration. Key features delivered include Unified Input System and Binding UI with new actions for movement, looking, attacking, interacting, crouching, jumping, and UI navigation; cross-device bindings across gamepads, keyboard/mouse, touch, joysticks, and XR controllers; dedicated input configuration scenes (Keyboard_Bindings, GamePad_Bindings); centralized input management with persistence across sessions; UI updates and code cleanup in inputManager; enhancements to the rebind manager to provide visual feedback when a key is in use. Major bug fixed: Font assets integrity restoration, fixing font corruption that impacted UI/menu rendering and ensuring fonts load correctly to prevent display crashes. Impact: improved cross-device input reliability and a smoother configuration experience, reduced risk of input-related support issues, and more maintainable codebase. Skills demonstrated: Unity/C# scripting, input system design, cross-device bindings, scene-based configuration, persistence, UI/UX improvements, code refactoring and thorough commit hygiene.

Activity

Loading activity data...

Quality Metrics

Correctness81.4%
Maintainability78.6%
Architecture77.4%
Performance71.4%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#UnityUnity AssetUnity Asset ConfigurationUnity Scene

Technical Skills

Asset ManagementAudio ManagementC#Game DevelopmentGraphics SettingsInput ManagementInput SystemRefactoringScene ManagementScriptingSettings ManagementUI DesignUI DevelopmentUnityUnity Engine

Repositories Contributed To

1 repo

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

crazed6/CapstoneTFS_Fall2025

Jul 2025 Sep 2025
3 Months active

Languages Used

C#Unity AssetUnityUnity Asset ConfigurationUnity Scene

Technical Skills

Asset ManagementC#Game DevelopmentInput ManagementInput SystemRefactoring

Generated by Exceeds AIThis report is designed for sharing and indexing