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SenseiLegacy

PROFILE

Senseilegacy

Developed and refined core gameplay systems for the Cu1us/chain-mail repository, focusing on AI-driven enemy behaviors, scene management, and player experience. Over three months, delivered 53 features and resolved 18 bugs, implementing robust pathfinding, navmesh integration, and combat mechanics using Unity and C#. Enhanced animation and audio feedback, introduced scalable scene frameworks, and optimized UI flows to support seamless transitions and end-game states. Applied state-machine refactoring and asset management to improve maintainability and runtime performance. Regularly cleaned up code and assets, ensuring a stable codebase and faster iteration cycles. Demonstrated depth in 2D game design, AI programming, and Unity development.

Overall Statistics

Feature vs Bugs

75%Features

Repository Contributions

147Total
Bugs
18
Commits
147
Features
53
Lines of code
266,396
Activity Months3

Work History

January 2025

7 Commits • 2 Features

Jan 1, 2025

January 2025 (Cu1us/chain-mail): Concise monthly summary focusing on business value and technical achievements. Key features delivered: - Animation and visual presentation controls for level transitions and throne room: introduced a global isNoAnimation flag to skip transition animations during level loads; applied isNoAnimation in the Throne Room; fixed throne room visuals rendering order to ensure correct layering. - Enemy behavior improvements: refactored enemy state transitions to pass state parameters; adjusted attack timing and related movement; increased attack charge-up threshold from 2s to 3s; tuned agent speed and gravity for specific states. Major bugs fixed / maintenance: - Maintenance cleanup for debug and asset dependencies: removed unused debug code and outdated assets (lock/font material) to clean up the codebase and ensure correct dependencies. Overall impact and accomplishments: - Improved runtime UX with smoother level transitions when animation is disabled; more reliable throne room visuals. - Balanced enemy behavior leading to more predictable pacing and improved player experience. - Reduced technical debt via cleanup, enabling faster future iterations. Technologies/skills demonstrated: - State-machine refactoring and parameter passing, gameplay tuning, rendering order management, asset management, and clean-code practices. This summary highlights delivered items, their business value, and the technical work performed during the month.

December 2024

85 Commits • 34 Features

Dec 1, 2024

December 2024 (Cu1us/chain-mail) delivered a robust set of gameplay refinements, stability improvements, and end-to-end flow enhancements that increase player engagement and reduce runtime issues. Key features delivered span expanded combat and AI realism, improved scene management, and richer UI/audio feedback, with comprehensive bug fixes to stabilize core interactions and transitions. Key features delivered: - Archer Movement and Visuals Enhancements: improved movement logic, enemy archer behavior, and prefab/animation assets (commits: 80438fdc..., edc579f..., 4fc8f6f..., 8a7627a...). - Enemy Movement, Health, and AI/Combat Systems Overhaul: refined enemy movement, attack states, health handling, and sentinel behavior (commits: f9a7b3bf..., cc828df3..., 0527a51f...). - Scene Loading Manager Improvements and Transitions: streamlined scene loading, smoother transitions, and reliability improvements (commits: 1524ada3..., 3db90258...). - Endless Mode Implementation and Stabilization: Endless Mode Spawner, initialization, edge-case fixes, and flags/windows (commits: ec49c759..., 058c9fc8..., 0a7bfa97..., a98723d2...). - UI/UX and End-Game Flow Enhancements: In-game pause with UI fade, You Won button, throne room UI, and end-scene flow improvements (commits: c6f5c122..., 325bf178..., 1cda2548..., 7...f1d7ce7a...). Major bugs fixed: - Trap and Window System fixes: trap/window mechanics and asset refactors addressed to reduce gameplay inconsistencies (commits: c96aa6ca..., dbe1823d..., 737d4e6d..., 73849bdb..., 57693e25...). - Flip velocity handling: prevented flipping over max velocity for stable character physics (commit: 061655c4...). - Window break value adjustments: corrected break value to fix related issues (commit: 01e69fb6...). - Scene transitions and dead-state handling: fixes to transitions, dead-state logic, and related flows (commits: eb..., 443ac559..., 928b6298..., 3efd0a47...). - Tower Room collisions and related navigation: collision boundary fixes and navigation tweaks (commits: TowerRoomTestColliders..., tower room collisions). - Misc cleanup and non-functional commits validated for stability (commits: 24cb110c..., 56136bd1...). Overall impact and accomplishments: - Substantial upgrade to core combat and enemy behavior, resulting in more engaging and responsive gameplay. - Faster, more reliable scene loading and transition flows enabling longer play sessions without interruption. - Extended play lifecycle through Endless Mode and robust end-game sequences, driving player retention. - Enhanced cross-discipline collaboration through refactors to animation, audio, and UI systems, ensuring cohesive player experience across levels. Technologies/skills demonstrated: - Unity3D, C# scripting, animation state management, and prefab/asset pipelines. - AI behavior tuning, pathing, and combat gating logic. - Scene management, loading transitions, and end-game sequencing. - Audio integration and dynamic UI feedback (pause, you-won, throne room flow). - Refactoring and cleanup practices to improve maintainability and reduce future regressions.

November 2024

55 Commits • 17 Features

Nov 1, 2024

November 2024 performance summary for Cu1us/chain-mail: Implemented core pathfinding enhancements and tuning, integrated navmesh across scenes, and established a scalable scene and combat framework. Key deliveries include navmesh baking, main-scene and room setup, public take-damage API, health restoration, combat animation/audio hooks, and UI controllers. Fixed critical issues such as arrows sticking on dead targets, attack triggering when stuck, and pathfinding-to-attack bugs. Introduced Danger Zone mechanic and debugging tooling to accelerate QA and playtesting. Demonstrated proficiency with Unity navigation, C# scripting, prefab workflows, animation integration, and audio event wiring. Business impact: improved AI reliability, faster iteration cycles, and a polished player experience ready for QA and release readiness.

Activity

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Quality Metrics

Correctness80.4%
Maintainability80.8%
Architecture72.8%
Performance73.2%
AI Usage20.2%

Skills & Technologies

Programming Languages

C#JSONMetaUnityUnity AnimationUnity AssetUnity AssetMetaUnity PrefabUnity SceneUnity Scene Data

Technical Skills

2D Game DesignAIAI BehaviorAI NavigationAI PathfindingAI ProgrammingAnimationAsset IntegrationAsset ManagementAudio IntegrationBuild ConfigurationC#C# ScriptingCollision DetectionEnemy AI

Repositories Contributed To

1 repo

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

Cu1us/chain-mail

Nov 2024 Jan 2025
3 Months active

Languages Used

C#JSONUnityUnity AssetUnity AssetMetaUnity PrefabUnity SceneUnity YAML

Technical Skills

2D Game DesignAIAI BehaviorAI NavigationAI PathfindingAI Programming