EXCEEDS logo
Exceeds
Lance Salvador

PROFILE

Lance Salvador

Contributed to PurdueSIGGD/SIGGD-Game-2024 by building and refining interactive UI systems and parallax rendering features in Unity. Focused on enhancing user experience, the work included overhauling the WorldInteractable UI with dynamic, template-driven menus and improving parallax effects through shader graph updates and camera-driven tiling logic. Applied C#, ShaderLab, and Unity’s component-based architecture to streamline configuration, reduce technical debt, and enable scalable scene management. Regular code cleanup and refactoring improved maintainability, while asset and test scene updates ensured alignment with evolving project requirements. The approach emphasized extensibility, robust state management, and clear documentation to support future development.

Overall Statistics

Feature vs Bugs

75%Features

Repository Contributions

33Total
Bugs
2
Commits
33
Features
6
Lines of code
4,515
Activity Months4

Work History

February 2025

14 Commits • 1 Features

Feb 1, 2025

February 2025 (2025-02) performance-focused monthly summary for PurdueSIGGD/SIGGD-Game-2024. Delivered a comprehensive WorldInteractable UI System Overhaul and completed cleanup of test assets, driving both user experience improvements and codebase health.

January 2025

8 Commits • 1 Features

Jan 1, 2025

January 2025 performance summary for PurdueSIGGD/SIGGD-Game-2024: Delivered a comprehensive World Interactable UI overhaul with a dynamic in-world menu system, including a canvas-based UI, dynamic option rendering, placeholder handling, and a template-driven button layout. Reworked test scenes to align with the latest dev updates and added robust state management for UI options to improve future maintainability.

November 2024

9 Commits • 3 Features

Nov 1, 2024

November 2024 monthly summary for PurdueSIGGD/SIGGD-Game-2024: Focused on rendering fidelity, maintainability, and player interaction systems. Delivered: Parallax system improvements with tiling controls, including shader/material updates, dynamic sprite draw mode/size adjustments, tiling logic driven by camera bounds, a tiling toggle, and an orthographic camera check to improve reliability; clean-up of CameraController by removing obsolete test script; and the World Interactables framework with a basic UI to surface nearby interactables. Impact: reduced rendering artifacts, simplified camera code paths, and established scalable interaction scaffolding for future gameplay features. Technologies: shader graph, tiling logic, camera bounds, UI integration, abstract base classes, and code refactors.

October 2024

2 Commits • 1 Features

Oct 1, 2024

October 2024 performance summary for PurdueSIGGD/SIGGD-Game-2024: Delivered two critical parallax improvements—(1) a visual bug fix in the Parallax Test Scene to render the background correctly by adjusting the camera clear flags, and (2) a refactor to the parallax system removing the repeatDistance variable and adding a new configuration component to parallaxTestScene.unity to enable more advanced parallax behaviors. These changes elevate visual fidelity, simplify configuration, and lay groundwork for future scene enhancements; demonstrated Unity-based scene configuration, component-driven design, and clean refactoring for extensibility.

Activity

Loading activity data...

Quality Metrics

Correctness83.6%
Maintainability86.0%
Architecture78.4%
Performance77.6%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#ShaderLabUnityUnity SceneYAML

Technical Skills

Asset ManagementC#Code CleanupGame DevelopmentObject-Oriented ProgrammingParallax EffectParallax ScrollingProject CleanupRefactoringScene ManagementScriptingShader GraphUI DevelopmentUI ImplementationUnity

Repositories Contributed To

1 repo

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

PurdueSIGGD/SIGGD-Game-2024

Oct 2024 Feb 2025
4 Months active

Languages Used

C#UnityUnity SceneShaderLabYAML

Technical Skills

Game DevelopmentParallax ScrollingUnity EngineC#Object-Oriented ProgrammingParallax Effect