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MythoFromMars

PROFILE

Mythofrommars

Ben Wyatt Wright contributed to the gmuGADIG/DEADSHOT repository by building and refining core gameplay features, focusing on level design, onboarding, and performance optimization. Over two months, Ben enhanced the desert introductory level with new obstacles, enemy types, and interactive elements, using Godot Engine and GDScript to streamline scene management and asset integration. He reworked the tutorial flow to improve early player experience and implemented resource loading optimizations to reduce startup times. Ben also addressed gameplay stability by fixing hitboxes and encounter logic, demonstrating depth in 3D modeling, resource management, and iterative development, resulting in smoother onboarding and more robust gameplay foundations.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

22Total
Bugs
0
Commits
22
Features
6
Lines of code
3,459
Activity Months2

Work History

November 2025

12 Commits • 2 Features

Nov 1, 2025

November 2025 performance snapshot for gmuGADIG/DEADSHOT focused on delivering tangible business value through enhanced level design, onboarding improvements, and robust bug fixes. Desert Level Enhancements and Encounter System: implemented a comprehensive set of desert level improvements including new encounters, terrain and environmental asset upgrades, hitbox fixes, navigation tweaks, and upgrades to the encounter system. This work culminated in the addition of Encounter 5 and multiple stability/quality improvements across the desert level. Tutorial onboarding improvements: simplified onboarding by lowering initial difficulty and removing certain enemy types to help new players learn mechanics more effectively. Bug fixes and stability: resolved core interaction issues such as campfire functionality, fixed encounter boxes and bonus encounters, and stabilized hit boxes across desert sections to reduce frustrating edge cases. Overall impact: improved first-time playability, faster onboarding, and a stronger foundation for future features and content. Technologies/skills demonstrated: Godot engine asset integration and level design (.tscn), encounter system engineering, debugging and QA discipline, and effective iteration with frequent commits that reflect incremental, testable improvements.

October 2025

10 Commits • 4 Features

Oct 1, 2025

Month 2025-10 focused on delivering core gameplay improvements and performance optimizations for gmuGADIG/DEADSHOT. Key features delivered include onboarding and tutorial enhancements that streamline early-player flow; expansion and refinements of the desert introductory level with new obstacles, rock cover, decorative elements, and interactables; enhancements to desert encounters with new enemy types, navigation meshes, encounter layout adjustments, and camera zoom tuning; and a resource loading optimization introducing load_steps to asset definitions to reduce load times and improve runtime responsiveness. No major bugs were recorded for this period; the team prioritized quality, stability, and data-driven iteration. The work demonstrates proficiency in Godot level design, scene organization, asset management, and performance optimization, delivering clear business value through improved player onboarding, engagement, and smoother startup times.

Activity

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Quality Metrics

Correctness93.6%
Maintainability86.4%
Architecture86.4%
Performance88.2%
AI Usage25.4%

Skills & Technologies

Programming Languages

GDScript

Technical Skills

3D modelingGDScriptGodot Engineasset managementgame developmentlevel designresource managementscene management

Repositories Contributed To

1 repo

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

gmuGADIG/DEADSHOT

Oct 2025 Nov 2025
2 Months active

Languages Used

GDScript

Technical Skills

3D modelingGDScriptgame developmentlevel designresource managementGodot Engine