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Adrien Leruste

PROFILE

Adrien Leruste

Adrien Leruste developed and integrated a range of environment and character assets across projects such as Alexandre-Coppens/Greek_Platformer and JoaBories/WS_Chair, focusing on visual fidelity and asset pipeline efficiency. He enhanced procedural generation and level design by introducing configurable blueprints and resolving geometry issues using Unreal Engine and Houdini Engine. Adrien delivered new 2D and 3D animation assets, improved sprite sheet slicing, and managed asset integration to support richer gameplay and UI experiences. His work included refining material application and lighting, ensuring reliable asset deployment, and enabling faster iteration cycles, resulting in more immersive and maintainable game environments and features.

Overall Statistics

Feature vs Bugs

67%Features

Repository Contributions

27Total
Bugs
3
Commits
27
Features
6
Lines of code
15,072
Activity Months5

Work History

October 2025

3 Commits • 1 Features

Oct 1, 2025

October 2025 (2025-10) Monthly Summary for JoaBories/WS_Chair: Delivered a visual fidelity uplift for the Veteran Room through a dedicated Asset Pack and targeted mesh fixes. The work provides ready-to-use assets and materials for the Veteran Room environment, improving visual consistency, asset pipeline efficiency, and reliability for production iterations.

June 2025

6 Commits • 2 Features

Jun 1, 2025

June 2025 performance highlights for Alexandre-Coppens/Greek_Platformer. Delivered two major features to improve procedural generation and visuals, and resolved two critical geometry issues to ensure reliable gameplay start. The work enhances configurability, visual fidelity, and level reliability, enabling faster iteration and a clearer path to player engagement and retention.

May 2025

2 Commits • 1 Features

May 1, 2025

May 2025 monthly summary for Alexandre-Coppens/Greek_Platformer focused on asset quality and visual fidelity. Delivered a Vineyard Visual Asset Pack and Level Assets for Level1_Adrien to enhance vineyard and cavern visuals. No gameplay code changes were required; this was an asset-only update that enables faster iteration and higher-quality environments. This work lays groundwork for richer scenes and future feature integration.

March 2025

14 Commits • 1 Features

Mar 1, 2025

March 2025: Delivered end-to-end Corridor Environment and Door System Enhancements for paul-janicot/LevelBuildingSpace. This included corridor placement blockouts, textures, lighting, door modules, boolean logic, and decorative assets, with procedural support for corridors. The work spanned blueprint integration and asset pipeline improvements, improving realism, navigation reliability, and maintenance. Notable commits tracked the progression from initial blockouts to textures, blueprints, lighting, doors, booleans, decor, and final refinements, e.g., 471d5d32e9c8687b2f73acc5479e433845ca6764 (Corridors Placement Blockout), 1934c5c50b3fa16972fec173a4820e9c8a9f0e98 (Textures Rework), 635b5eea3783514e64c22853c7fc6bcdc3f38314 (Blueprints), 16cd0177f7d7ef485a827aa30d293605f79a3b6e (Lights adjustment and door module creation), f5a2a195f7f0eca48319e901d27d2d35a67256e7 (Corridors adjustments, door frames and collisions), 9872e924f68d315a23de39533c329519ce604589 (Doors adjustments), aa2fd2ac4efb84a8430a6d5ab063fc1cf80d9697 (Booleans for corridor doors), 772e0ccf44611ba81dc0e0e0a1d1194ce38e3bab (Booleans for Storage room and door clean up), bfdc56112be49de9b43e9cc3b576e534b2746a2d (fixing the door frames' booleans), fe038866b2486890830fa3635c57c6083dc9e5df (Corridor decoration), 126b9204d3be7668a60d4dd1a8256d2d539b0062 (Corridors decoration), e019babf27a6e8967c358f0a4ce8c5a5fff626f1 (Corridors decoration), 4eebb5c6cafaf2e6fb45a3622eda12414c799a53 (Corridors adjustmentss), 9a50bfe08eb7d9c487e048ab8c07df6aad798148 (last minute adjustmentsss).

December 2024

2 Commits • 1 Features

Dec 1, 2024

December 2024 performance summary: Delivered major asset expansion for ARTFX-M2Games-Excalibur, introducing new character animation assets for AlisterRough and Alister, animation assets for Lady of the Lake, and a new title screen. This work enhances visual fidelity, enables richer character motion, and improves onboarding/UI polish. No major bugs fixed this month. Commits associated with delivery: 'Animation + Slicing' and 'Lady of the Lake + New Alister Animations'.

Activity

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Quality Metrics

Correctness89.6%
Maintainability90.4%
Architecture88.8%
Performance87.4%
AI Usage20.0%

Skills & Technologies

Programming Languages

Unity AssetUnreal EngineUnreal Engine AssetUnrealScript

Technical Skills

2D Animation3D Asset Creation3D Asset Integration3D Asset ManagementAnimationAsset IntegrationAsset ManagementEnvironment ArtGame DevelopmentHoudini EngineLevel DesignLightingMaterial ApplicationSprite Sheet SlicingTexturing

Repositories Contributed To

4 repos

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

paul-janicot/LevelBuildingSpace

Mar 2025 Mar 2025
1 Month active

Languages Used

Unreal EngineUnreal Engine AssetUnrealScript

Technical Skills

3D Asset Creation3D Asset IntegrationAsset IntegrationAsset ManagementEnvironment ArtGame Development

Alexandre-Coppens/Greek_Platformer

May 2025 Jun 2025
2 Months active

Languages Used

Unreal Engine AssetUnrealScript

Technical Skills

3D Asset IntegrationAsset IntegrationGame DevelopmentLevel DesignAsset ManagementUnreal Engine

JoaBories/WS_Chair

Oct 2025 Oct 2025
1 Month active

Languages Used

No languages

Technical Skills

3D Asset Integration3D Asset ManagementMaterial Application

Alexandre-Coppens/ARTFX-M2Games-Excalibur

Dec 2024 Dec 2024
1 Month active

Languages Used

Unity Asset

Technical Skills

2D AnimationAnimationAsset IntegrationGame DevelopmentSprite Sheet Slicing

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