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Sacha

PROFILE

Sacha

Over six months, S. Soul developed core gameplay systems and visual features for the S-oul/AstroCube_Team_05 Unity repository, focusing on Rubik’s Cube mechanics, level design, and player interaction. They architected scalable controller and input frameworks, implemented animation curves for cube rotation, and enhanced scene management to support rapid prototyping and stable releases. Using C#, Unity, and ShaderLab, S. Soul delivered robust asset management, UI/UX improvements, and build pipelines with version tagging. Their work addressed workflow bottlenecks, improved visual fidelity through shader and material refinements, and ensured reliable data persistence, resulting in a maintainable codebase and smoother playtesting cycles.

Overall Statistics

Feature vs Bugs

57%Features

Repository Contributions

152Total
Bugs
44
Commits
152
Features
58
Lines of code
400,526
Activity Months5

Work History

June 2025

11 Commits • 4 Features

Jun 1, 2025

June 2025 – S-oul/AstroCube_Team_05: Delivered key features including Rubik's Cube Visual/Material Refinements with new floor tile material and cross-asset texture/shader alignment, and Camera and Player Interaction Enhancements including ReversedCam AB test, a global enable/disable for cube manipulation, new UnityEvents, and Cinemachine feel feedback. Updated Build/Release Metadata to Alpha_V_0.9 with scene and branding changes, and completed Code Quality Improvements to increase readability. Major bugs fixed across shaders and rotation logic; fixed mat shader flow and normalized player rotation. These changes collectively improve visual fidelity, user interaction fidelity, and release reliability, enabling faster iteration loops and a better end-user experience.

May 2025

49 Commits • 25 Features

May 1, 2025

May 2025 Monthly Summary for S-oul/AstroCube_Team_05 (2025-05) Key features delivered: - RubiksCube Right Action implemented (WIP) with rotation animation curves and timing refinements. Notable commits include [WIP] RubiksCube Right Action (1b900a3b060c641f6fc479da02e95438c179d384) and subsequent animation curve work (5676302b705dc593ec274f664b90d40872e51da9; afedf7067c6b310b67a7dc823c8deb62b072ba0d). Additional cube rotation animation and screen shake improvements were added (ADD] Animation RotationCube: 876b83184b89a9033c6b67b830fe7cf02ff998c6; ADD] Screen Shake On Start and on End: 6f27911693012422cb7256342b36f488f859d846). - Build configuration and version tagging advanced across releases (Alpha 0.4 Luberon, Alpha_0.5_DeLaHonte, Alpha_V0.6.2) to support incremental validation and release hygiene (commits: 20a9cb9f41b0908fdb33b05a32d78f122a2a01c0; a0794e7afcbe623c573be79f64442ce64137f593; 596d6d4faa16a4a9e6da6d511553780c4c3f549b). - UI, UX, and visuals enhancements driving player experience and accessibility (Pause Menu visuals and navigation; FOV/UI exits enhancements; Chromatic Aberration visuals; Lisag version). Representative commits include [ADD] Version Prefab to Pause Menu (437fc387b91c727145ec4733fa724092a84d79fc) and [ADD] Chromatic Aberration visuals (ff926660f8975d61eaeef92ada30aa7740ead8bb). - Playtest readiness and scene/editor workflow improvements (Playtest Build Alpha 0.7.1 tagging; Scene Menu and Editor Build Settings adjustments) (2a354bd3b76bcaf1f7da0a56990f4018d8a6e1ff; 9c26510a34c03760be3745c7e4776de0ccb6831f). - Data persistence and platform-specific build data enhancements (Nath saving logic; Build Data Segregation for Build Only & Windows Only PlayData) (2382f627724dc7e5a17e285a18644e1aa6dab9df; 520fbce680edf0980af4917d755b227f2da7037f). Major bugs fixed: - Stability and crashes addressed across the codebase, including [FIX] Kevin Game Breaking Bug and multiple NullReference safeguards ([FIX] Kevin Game Breaking Bug: 2c1a2635f4d2d11816889f9e3f9a64ca57d95f39; [FIX] Null Ref on Start: 8f806ce3ee6a96c6bb76c114fbf6d70d22132ec7; [FIX] Prevent NullReference and general NullRef fixes: 6307c927f0ff725735cd8fe9d34f40184b5d1520; 606ad4b6d1a0a944ad8fd314644a71dcef1a216c; 8577634ea7b624314991b67994ac53e8f01821a7). - Asset and input-related fixes to stabilize rendering and interaction (Broken 3D Asset; DualSense for UI inputs; Artcube handling in 08; Exits sizing and FOV adjustments) including [FIX] Broken 3D Asset, [FIX] DualSense for UI inputs, [FIX] Exits Size, [FIX] Exits FOV Fix, [FIX] SemiColon & Change Settings. - Gameplay polish fixes including link animations for Rubik’s cube, and preventing erroneous errors (e.g., [FIX] Link Anim Art Rubik's cube; [FIX] Prevent Errors; [FIX] RandomPush Pour Nico). Overall impact and accomplishments: - Increased stability and quality across multiple Alpha releases, enabling more reliable playtesting and faster iteration cycles. The team delivered key gameplay mechanics for RubiksCube, enhanced visual fidelity (Chromatic Aberration, Rubiks materials), and improved UI/navigation flows (Pause Menu, SSequence events, and editor/build workflows). Data persistence improvements and build data segregation position the project for smoother platform-specific releases and longer-term maintainability. Technologies and skills demonstrated: - Unity/C# scripting, shader tuning and color corrections, animation curves and timing, UI system, input handling (including DualSense), build pipelines and version tagging, and data persistence strategies. The work demonstrates a strong capability to ship feature parity across gameplay, visuals, and tooling while maintaining stability and release hygiene. Note on business value: - The delivered features and fixes directly reduce user-facing crashes, improve the player experience, and provide a robust release cadence with clear build tags for Playtests. This supports faster validation of gameplay concepts, higher-quality betas, and a clearer path to a stable, customer-ready release.

April 2025

18 Commits • 4 Features

Apr 1, 2025

April 2025 monthly summary for S-oul/AstroCube_Team_05 focusing on core gameplay, level design, and repository hygiene. Delivered major Rubik's Cube gameplay/visuals enhancements, a Gravity Zone level system, new level assets, and simplified input controls, while also improving repository maintenance practices to reduce merge conflicts and streamline iterations. This set of work accelerates playability, QA feedback cycles, and future feature integration.

March 2025

46 Commits • 16 Features

Mar 1, 2025

March 2025 (2025-03) — AstroCube Team 05 monthly summary Key features delivered: - Replicated Cube: Added replicated cube functionality, enabling scalable object replication in gameplay. (Commit: 4b3ed9bf1cffda560bc906e2da453a2e3f8eb20a) - Move Asset: Improved asset movement and handling for smoother level authoring. (Commit: a14de3808a1c9e27b9e99a75906d02ea887e7b72) - Cube rotation via DPAD: Implemented DPAD-controlled cube rotation to enhance player interaction. (Commit: e00f2307895da4af154c225b7f060b993dc1cd66) - Save Scene: Implemented Save Scene functionality with safeguards to avoid merging partial work. (Commits: 40bca8d2a8d82d3a391dbec58fe68d8a9456e092; 45c5bd2388ccdc4f502ae09ff63aae9b7240dd7c) - Time for Reset: Added time-based reset functionality to support game flow control. (Commit: 4533892735575f719e87707e45ba9b20b6e4529a) - Axis Locking on Controller: Introduced axis locking to improve input precision. (Commits: 5330f2946c10fc300c73a6d643954cda94d2f4f3; 0199f44cffced889a95647dd7a5e0777453bcdb2) - Tile and rotation mechanics enhancements: Middle object rotation, tile locking, and related tile lock mechanics. (Commits: 4e019751a478717c840df9d8f8e3776c19254b97; 6fd04ac1aeb75e7d8772f2b9a8d43d9cc99a6d9f; 88a409fdf73e26eb6e40023d2e0a148ce15725b4) Major bugs fixed: - Pardern OverlayCam Fix: Resolved OverlayCam issue for Pardern build stability. (Commit: 975caf8347475a72a2a3a2484df01267c43ba831) - Scene BeforeMerge: Ensured correct scene state prior to merge to prevent regressions. (Commit: 727d2b0eeef8bfbb048629f3f5f6033de4ae673f) - Merge Branch dev: Integrated dev branch changes cleanly to reduce integration risk. (Commit: 9ed72d149a9bdd469c14f88f21f7dc97c4b70b33) - Boolean activating timing: Fixed premature boolean activation to improve input reliability. (Commit: 8723276b6bec55f9f05f927ddd96c6c971041338) - Multiple AxisLock fixes: Resolved several axis locking issues to improve controller responsiveness. (Commits: 5027579990986d8ecbbb3b53a4d1bbff9961b955; e78bd6fa3fb605f2181b6154a8025ef933aa815a) - Scene and UI stability: Various fixes including UI prefab consistency and scene transitions. (Commits: 7f07d53020c50d1bd390766362b1248c7071196f; fe94b94e16e63d64bf036d196da1fc5f4a029c62) - Forgot to save scene fix: Resolved issue where scene state wasn’t persisted. (Commit: 972052fa9d1c428a1f404c42006dc58e3e573520) - Scene merge cleanup and related fixes: Cleanup for merges and problematic merges. (Commits: 655799b76716c8262acb41dc9918658579d73950; 805ce9cf6de719bfca3eaea3f1706542c8a1f164) - UI and input polish: Cursor fixes on menu and overlay input refinements to improve UX. (Commits: d22c82168c85be4ea0f2077254f0e4967fe4ad0a; d3a7efdbce7246a84ee9575b8a8f530ee6f10320) - Alpha KOM 0.0.1 prep and audio integration: Build scaffolding, Wwise DLL/API integration, and UI/overlay reliability enhancements for release readiness. (Commits: d351bcb916e3627836b77dd51401a5ea8f5047c8; 1caeb02f7449bd75e4a499933c22fa0da45caa73; 4a0b1ae9cb614f29ec3adf724783e756c0022e2c; 7f07d53020c50d1bd390766362b1248c7071196f; fe94b94e16e63d64bf036d196da1fc5f4a029c62) Overall impact and accomplishments: - Strengthened gameplay experience with new replication, rotation, and movement capabilities while maintaining stability, enabling richer player interactions and faster iteration cycles. - Improved reliability of scene management and merges, reducing risk of broken builds and merged artifacts, and ensuring consistent save/load behavior. - Streamlined user experience through UI/UX refinements and robust input handling, contributing to a smoother QA cycle and a stronger foundation for Alpha KOM 0.0.1 release. - Built a solid technical foundation: Unity/C# development, input systems, scene management, build and release readiness, and integration with audio tooling (Wwise). Technologies/skills demonstrated: - Unity/C#, game mechanics programming, input handling, and scene management - Version control discipline (Git) and merge conflict resolution - Audio integration using Wwise DLL/API - UI/UX polish and tooling for build readiness - Debugging, profiling, and iterative delivery for a complex feature set

February 2025

28 Commits • 9 Features

Feb 1, 2025

February 2025 — S-oul/AstroCube_Team_05 monthly summary Key features delivered - Unity Engine setup and project skeleton established to accelerate future development and ensure a clean baseline for gameplay prototyping. (Commit: 305aa599f5356579d6779d410e430731a5bba3a1). - Editor tooling and UI utilities integrated to speed iteration: Rubik's Cube utilities, UnScramble, Naughty Attributes, Quick Outline. (Commits: 2a3c747edfa09ce415fe0f41c4273fcbc8b7328f; aa65370b942e84363abe5b42d49c5a3170b05f40; 545fc682c936045ff73b0a96151bcbe794b6b26c). - Core Controller System and FPS input framework implemented, including controller start, face control, FPS scheme, and build for controller support. (Commits: 743c06fa7ab1cbcc008d49623c7b3f2c48a90ef6; 25685bef0b8ffbb602c7f029501ae7655dcd16f6; c87de276d6d48c17394b72da31bdfa209398d002; 3e2165a8bb39f3c1d4d6fb8ccda5c9873ee29c79; 05413e8977612df875e77c1d9eba094dc69b44d7; 76d35350a917ae8c26079428bdb9bb381fc35ec2). - Feature: Multiple Cube Support and Crosshair Option to enhance scene complexity and UI control. (Commits: 335c5a4af1a5b727c2765fb0f0baf33fe74324b7; 197ec9db4fe438e77c2da55c8f44640ea71b725a). - Stability and workflow improvements: project hierarchy/rotation fixes, and RB Prefab integration, plus scene save persistence enhancements. (Commits: a86de5f3fc8987cc576eb2f1bdea20a919820937; f1c354f463eb855aa46241c1084849f3f5ee7d75; e3e1d253ee8551b9343028764e08cd728fc992aa; 40221f46848cfd2a5d9cdbdfd7cd17f754de8277; 5aec4f49e45db939d1aa06c9ff33fb382b2dc8b3; fd65c3b8c500da2fde71534b5e2b0880e7742ee5). Work-in-progress and future focus - Controller Cube and Minicube refinements; ongoing iterations for better input fidelity and visual polish. (Commits: 2729619fbab8c3d2f5278214c609d2d8c207d8c3; 3360a4f123a0503efbb47199653dca3e8f9df940; ae0429f8c0dde6a44e8072df9dd8000623417832). - Additional WIP notes regarding large changes management and reset/input tooling (commits: 4f88cde2125aa75557af1b88c5a18d94229c1963; f831080f584408522f7c64f5e6f4b6154db78402). Overall impact and accomplishments - Established a solid foundation for rapid gameplay prototyping with a scalable controller/input system, robust editor tooling, and stability fixes that improve workflow, reproducibility, and build reliability. These deliverables reduce iteration time, improve quality, and enable easier onboarding for new contributors. Technologies and skills demonstrated - Unity engine, C# scripting, editor tooling integration, version control discipline, build pipelines, UI/UX configuration, input systems, and prefab/workflow optimizations.

Activity

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Quality Metrics

Correctness82.2%
Maintainability82.8%
Architecture76.4%
Performance76.4%
AI Usage20.6%

Skills & Technologies

Programming Languages

C#GitignoreHLSLJSONMetaShaderLabUnityUnity AssetUnity C#Unity Input System

Technical Skills

3D Asset Management3D Environment Art3D Game Development3D Graphics3D Math3D Modeling3D Rotation3D TexturingAnimationAnimation CurvesAsset IntegrationAsset ManagementAttribute ProgrammingAudio IntegrationAudio Programming

Repositories Contributed To

1 repo

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

S-oul/AstroCube_Team_05

Feb 2025 Jun 2025
5 Months active

Languages Used

C#ShaderLabUnityUnity PrefabUnity SceneUnity Scene ConfigurationUnity YAMLUnityScript

Technical Skills

3D Game Development3D Graphics3D Math3D Modeling3D RotationAsset Management

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