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Marc Avante

PROFILE

Marc Avante

Over six months, Marco Di Modica developed core gameplay, AI, and rendering systems for the HawkEngine_Warhammer40K repository, focusing on stability, visual fidelity, and iterative feature delivery. He implemented persistent player data, advanced enemy AI with pathfinding and combat logic, and integrated dynamic environmental hazards such as animated spike walls. Using C++, C#, and Unity, Marco addressed complex challenges in physics simulation, animation systems, and asset management, ensuring smooth scene transitions and reliable runtime behavior. His work balanced new feature development with rigorous bug fixing and refactoring, resulting in a robust, maintainable codebase that supports rapid gameplay iteration and testing.

Overall Statistics

Feature vs Bugs

59%Features

Repository Contributions

133Total
Bugs
34
Commits
133
Features
48
Lines of code
456,741
Activity Months6

Work History

June 2025

3 Commits • 2 Features

Jun 1, 2025

June 2025: Key stability and balance improvements for HawkEngine_Warhammer40K. Reverted boss/tail colliders to BoxColliders, adjusted boss Rigidbody mass, and fixed unburrowing position to restore stable physics (commit f009884d9c0a3fb6674519015acf356cd84738ea). Implemented animated spike walls integrated with ZoneController and barrier logic, enabling dynamic hazards that respond to zone events and updating scene properties and prefab references (commit ce81626db87dc6943037d08f2f166c705f383533). Refined combat balance with grenade and shotgun cooldowns, updated particle presets and explosion scales to improve pacing (commit c38d659a0cdcea86bc00cd05ade98acd5fd02f73). These changes deliver a more reliable physics core, enhanced environmental interactions, and better gameplay tuning.

May 2025

35 Commits • 14 Features

May 1, 2025

May 2025 performance summary for MarcoDiModica/HawkEngine_Warhammer40K. Focused on delivering business value through persistent player data, expanded combat capabilities, and a richer enemy ecosystem, while stabilizing runtime behavior and improving build hygiene. Key outcomes include cross-session data persistence, scene and combat system enhancements, expanded Tyranid/Mawloc boss content, and engineering practices that improve maintainability and visibility into changes.

April 2025

59 Commits • 26 Features

Apr 1, 2025

In April 2025, HawkEngine_Warhammer40K advanced core gameplay, AI, visuals, and stability across multiple subsystems. The month delivered end-to-end animation coverage, reinforced enemy behavior, and established a strong VFX foundation, alongside a hardened damage model and build hygiene. These investments improved player feedback, reduced regression risk, and set a solid QA baseline for upcoming iterations.

March 2025

30 Commits • 3 Features

Mar 1, 2025

March 2025 performance summary for MarcoDiModica/HawkEngine_Warhammer40K: Delivered foundational audio scripting, stabilized core rendering and physics pipelines, and established enemy AI scaffolding with basic combat. Repaired critical scene lifecycle crashes, restored gizmo/world tool rendering, and enabled persistent asset management for bounding boxes. These changes reduce runtime crashes, accelerate gameplay iteration, and provide a solid platform for upcoming features.

February 2025

3 Commits • 1 Features

Feb 1, 2025

February 2025 performance summary for MarcoDiModica/HawkEngine_Warhammer40K. Focused on stabilizing asset integration and physics/UI reliability to accelerate asset-to-scene workflow. Key improvements include corrected rotation handling and naming during model import, addition of a Grid reference in the scene for placement, and refactored physics collider creation with local transform synchronization, along with UI layout improvements for better window management. These changes reduce post-import fixes, improve runtime stability, and support smoother iteration cycles for artists and engineers.

January 2025

3 Commits • 2 Features

Jan 1, 2025

January 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K. Focused on visual fidelity improvements and repository hygiene. Key deliverables include Water Shader System Enhancements with foam realism and dynamic runtime shader switching for selected objects, and Asset Cleanup to remove unused assets, improving storage efficiency and maintenance workflows. No major bugs fixed this month; integration into main and QA preparation ongoing.

Activity

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Quality Metrics

Correctness80.8%
Maintainability81.0%
Architecture77.4%
Performance70.8%
AI Usage21.0%

Skills & Technologies

Programming Languages

BinaryC#C++GLMGLSLHLSLINIJavaScriptSCENEScene

Technical Skills

3D Animation3D Asset Integration3D Graphics3D Math3D Modeling3D Modeling Integration3D TransformationsAIAI BehaviorAI Behavior ImplementationAI NavigationAI PathfindingAI ProgrammingAI/Behavior TreesAnimation

Repositories Contributed To

1 repo

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

MarcoDiModica/HawkEngine_Warhammer40K

Jan 2025 Jun 2025
6 Months active

Languages Used

C++GLSLINIC#GLMUnityUnity SceneYAML

Technical Skills

Game DevelopmentGraphics ProgrammingObject-Oriented ProgrammingShader ManagementShader Programming3D Modeling

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