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MikoHeine

PROFILE

Mikoheine

Miko Heine contributed to the CodyNava/CrimsonStar repository by developing and refining core gameplay systems, editor tooling, and user interface workflows for a Unity-based 3D game. Over five months, Miko delivered features such as modular ship editing, real-time VFX integration, and robust input handling, using C#, ShaderLab, and Unity’s editor scripting. He implemented systems for asset management, gamepad support, and networked multiplayer, while addressing stability through targeted bug fixes and refactoring. Miko’s work emphasized iterative prototyping, UI/UX polish, and gameplay balance, resulting in a more responsive editor, improved playability, and a maintainable codebase supporting rapid development and testing.

Overall Statistics

Feature vs Bugs

61%Features

Repository Contributions

302Total
Bugs
82
Commits
302
Features
129
Lines of code
388,388
Activity Months5

Work History

August 2025

89 Commits • 29 Features

Aug 1, 2025

August 2025 summary for CodyNava/CrimsonStar focusing on delivering core gameplay, editor UX, input, and stability improvements. Major initiatives include movement overhaul and navigation enhancements, editor/UI tooling, gamepad and input reliability, new weapons/visuals, and broad bug fixes to improve performance and user experience across play and development workflows.

July 2025

55 Commits • 27 Features

Jul 1, 2025

July 2025 performance summary for CodyNava/CrimsonStar focused on delivering offline editor workflow improvements, rendering-layer support, and editor UX enhancements while strengthening stability and asset quality. Key outcomes include offline completion of ShipEditor WeaponGroups with RT/LT navigation, introduction of editor sounds, and the addition of WeaponLayer for proper rendering. Visual fidelity and asset integration advanced with Rocket Explosion VFX changes, New StarDust integration, and Color Presets Editor, complemented by editor polish and controller support for broader UX coverage. A steady stream of bug fixes improved reliability in editor GamePad interactions, UI states (ready button, pause menu), and lobby initialization, reducing iteration friction and increasing build confidence.

June 2025

32 Commits • 14 Features

Jun 1, 2025

June 2025: Focused on editor usability, gameplay prototyping, and stability. Delivered core UI/UX enhancements (Pause Menu for NetShipEditor; Editor Controller groundwork), placement constraints for ship components, and a functional Energy System with CantPlace feedback in the editor. Implemented screenSize scaling in ShipEditor and reworked ShipEditor stats logic. Improved visuals with a new VFX pass and optimized RocketLauncher prefabs. Stabilized the build with key fixes (ModulDB, prefab visuals, laser-related issues, VSync, Bridge Explosion) to accelerate iteration and improve playability.

May 2025

81 Commits • 41 Features

May 1, 2025

May 2025 monthly summary for CodyNava/CrimsonStar: Delivered a series of editor and gameplay enhancements, stabilized UI feedback, and advanced VFX/damage systems, driving editor readiness, better playtests, and a more engaging player experience. Key outcomes include a fully set up Editor System with assets and ShipEditorStats display, editor visualization upgrades and drag/NotPlaceable feedback, camera follow and movement tuning for the new PlayScene, self-destructing NetProjectile and improved VFX pipeline, and targeted stability/balance fixes across UI, economy, world bounds, and damage shaders.

April 2025

45 Commits • 18 Features

Apr 1, 2025

Monthly summary for 2025-04 for CodyNava/CrimsonStar. This month focused on establishing a stable foundation, delivering core gameplay systems, and enhancing editor tooling to accelerate content creation. Key features delivered, major bugs fixed, and tangible business value were achieved through careful refactoring, robust tooling, and targeted gameplay improvements.

Activity

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Quality Metrics

Correctness83.0%
Maintainability83.2%
Architecture77.0%
Performance75.0%
AI Usage20.6%

Skills & Technologies

Programming Languages

AssetC#JSONJavaScriptShaderLabUnityUnity AssetUnity C#Unity PrefabUnity Scene

Technical Skills

3D Environment Art3D Game Design3D Graphics3D Modeling3D Modeling AlignmentAnimationAspect Ratio HandlingAsset IntegrationAsset ManagementAudio EngineeringAudio IntegrationAudio ManagementBalance AdjustmentsBug FixingBuild Settings

Repositories Contributed To

1 repo

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

CodyNava/CrimsonStar

Apr 2025 Aug 2025
5 Months active

Languages Used

C#JavaScriptUnityUnity AssetUnity PrefabUnity SceneUnity Scene DataUnity Shader

Technical Skills

3D Game Design3D Graphics3D ModelingAsset ManagementBug FixingC#

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