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Plutzz

PROFILE

Plutzz

Ben Jiongco developed core gameplay systems and polished player experiences for PIEDevStudios/AbsoluteMomentum, focusing on movement mechanics, multiplayer synchronization, and UI workflows. He engineered features such as wallrunning, vaulting, and checkpoint-based respawn, integrating C# scripting and Unity’s prefab architecture to ensure scalable, maintainable code. His work included networked race management, camera collision systems, and dynamic UI using TextMesh Pro, addressing both performance and reliability. By refactoring player input and state machines, Ben improved responsiveness and reduced technical debt. His contributions established a robust foundation for future content, balancing rapid iteration with stability and clear asset management across evolving project needs.

Overall Statistics

Feature vs Bugs

70%Features

Repository Contributions

301Total
Bugs
47
Commits
301
Features
110
Lines of code
3,305,545
Activity Months12

Your Network

4 people

Work History

October 2025

12 Commits • 4 Features

Oct 1, 2025

October 2025 (Month: 2025-10) delivered foundational gameplay improvements, UI enhancements, and content expansion with a focus on stability and user experience. Key features include Advanced Player Movement & Networking with crouch walking, stepping, vaulting, wallrun, and networked synchronization groundwork; Main Menu Visual Revamp with a new scene, scrolling background script, and texture import improvements; New Level Nate Track 2 added and activated in-build; Race Data Management overhaul stabilizing laps/checkpoints across scenes; Teleportation consistency fixes addressing cross-client teleport issues with RPC and velocity reset. These workstreams, together with audio system enhancements (volume slider and mixer), reduce bug rates, improve multiplayer fidelity, and accelerate future feature delivery. Technologies demonstrated include Unity/C#, networking patterns (RPCs), data modeling (RaceData), scene/build management, UI/UX, and audio pipeline.

September 2025

16 Commits • 6 Features

Sep 1, 2025

September 2025 — PIEDevStudios/AbsoluteMomentum: Delivered core gameplay polish, reliability fixes, and performance optimizations that enhance player engagement and streamline builds. Key deliveries include BenLevel1 level development and spawn polish, Level Selection UI with dynamic scene population, TextMesh Pro font asset management, rendering optimization by disabling volumetric lighting, jump mechanics improvements with coyote time and jump buffering, and project cleanup for a leaner, more maintainable project. Major fixes addressed spawn inconsistencies across Jacob Track and BenLevel1, eliminating erroneous respawns and teleport issues. These efforts improved gameplay feel, reduced risk in releases, and created a scalable foundation for future level content.

August 2025

6 Commits • 4 Features

Aug 1, 2025

2025-08 monthly summary for PIEDevStudios/AbsoluteMomentum. Focused on asset optimization, camera integration, and template-driven scene development to accelerate feature delivery while reducing build size and runtime fragility. Delivered four feature areas plus a critical camera alignment fix, with clear commit traceability for rapid review.

July 2025

31 Commits • 16 Features

Jul 1, 2025

July 2025 (PIEDevStudios/AbsoluteMomentum) delivered a strong blend of gameplay enhancements, stability improvements, and pipeline polish that together raise player feel, reduce risk in releases, and accelerate future work. The team shipped foundational movement and wall interaction features, improved camera behavior to prevent clipping, and executed significant refactors to simplify the update loop and improve maintainability. Asset and level polish were completed to enable richer visual storytelling and quicker iteration with new patterns and visuals. Several targeted fixes improved reliability and user experience across movement, animation, and rendering.

June 2025

14 Commits • 4 Features

Jun 1, 2025

June 2025 Monthly Summary – PIEDevStudios/AbsoluteMomentum Key features delivered: - Death Screen System and UI polish: Introduced Death Screen System, DeathScreenManager prefab, and UI reorganization; updated build settings to disable the death screen scene where needed. Commits: 1082ab325183c1f5f86edb58df2123908b489b00 (Prefab Death Screen); 37daa1b0a8a746bb2ed9335065c238e6ee17f7a9 (DOTween Update). - Level design improvements and scene organization: Refined level layouts, reorganized lobby scene hierarchy, and visuals tweaks in Level_01 and Lobby; includes new environment assets like the kiwi FBX and lobby lighting tweaks. Commits: 6196d23a1ecb1c5245c12eeb5f2103acc3c2c85a (Change Lobby); cc1219d4cf088a3deefc91092519a23e9fff37d6 (Reorganize Lobby Scene); b3ed3f2d98c9ec3e4e26f93e5fe9f08da6bc125b (Reorganize Level); 6578cc876ed9dd709dc8fc73b18a14ae4b5104da (Update LobbyConcepts.unity). - Advanced movement system: Enhanced player movement with improved jump mechanics, wallrunning, walljump buffering, jump pads and run acceleration tuning. Commits: 93246fc021e86b4f99a9f0ec87f629f83803f7b0 (Animator changes); e8ba1d09d424c45007b7d6b64a9dba3bad1833a8 (Fix jump end early); 32e50d83ab179c724d772ec25caa11e1b79e9e7d (Fix jumppads); 2770bae6e57aefafb7a71ad2a4ba9635610429e8 (Wallrunning Changes); 99b07a5c4586b4c651503fa711c8e38d2712273c (Walljump Buffering); 6f74a73edcda24e7ee6fac6e046b93958b7f1a2f (Run Acceleration Change). - Respawn system: Added checkpoint-based respawn system with new prefabs, updated race manager, and integrated player controller. Commit: 0a61e3740105233231218a0549bf781cb53f8f8d (Implement new respawn system). - Second player bug fix: Fixed issues related to the second player's functionality, updating DeathTrigger and related scene configuration. Commit: fbc261b219010e5080b403de7274dc5c2f8ed73f (Fix bug with 2nd player). Major bugs fixed: - Second player functionality issues resolved with refreshed DeathTrigger configuration and scene setup to ensure reliable co-op play. Overall impact and accomplishments: - Delivered a cohesive, scalable death/respawn UX, more responsive and polished player movement, and improved scene organization, enabling faster iteration and more reliable co-op experiences. These changes support higher user satisfaction, reduced post-release fixes, and a stronger foundation for future levels and features. Technologies/skills demonstrated: - Unity game development, C# scripting, DOTween integration, prefab-driven architecture, scene hierarchy management, Animator integration, checkpoint-based gameplay, and environment asset incorporation (FBX assets).

May 2025

9 Commits • 4 Features

May 1, 2025

May 2025 monthly summary for PIEDevStudios/AbsoluteMomentum. Delivered a set of high-impact player features, UI polish for improved onboarding, and performance instrumentation to enable benchmarking and iterative optimization. The month focused on delivering business value through tangible gameplay enhancements and enhanced first impressions, while maintaining a stable baseline with no major bugs reported.

April 2025

33 Commits • 11 Features

Apr 1, 2025

April 2025 recap for PIEDevStudios/AbsoluteMomentum: Delivered core race mechanics and movement fidelity with improved timers and triggers, enhanced content and cinematics, and expanded item/network features. Stability and polish were significantly improved through a broad set of bug fixes and build improvements, enabling faster iteration and a more reliable player experience. The work emphasizes business value through reliable race timing, smoother gameplay, and richer player-facing content.

March 2025

16 Commits • 5 Features

Mar 1, 2025

Month: 2025-03 — Key features delivered include enhancements to network synchronization and input handling to stabilize multiplayer state, expanded player movement with wallrunning and visuals, UI improvements for nametags and countdowns, race start sequencing with teleportation readiness, and UI cleanup. Major bugs fixed include reconciliation issues, input-related bugs, countdown reliability, and a game manager error. Overall impact: improved multiplayer stability, fair and synchronized race starts, richer visuals, and more reliable UI. Technologies/skills demonstrated: network reconciliation, tick-based input processing, physics updates, animation state management, trail rendering, UI/UX design, and multiplayer synchronization workflows.

February 2025

41 Commits • 14 Features

Feb 1, 2025

February 2025 monthly summary for PIEDevStudios/AbsoluteMomentum: Delivered a solid core movement system and scene setup, enabling early playable iterations and a scalable playground for testing. Implemented a comprehensive sliding system with slope-aware physics, including states, transitions, and slope boost/speed calculations, enhancing player feel and movement predictability. Added walljump mechanics with a dedicated walljump state and behavior, and resolved an end-jump early bug to improve reliability in vertical traversal. Built independent player movement with speed tuning and a soft speed limit, improving control precision and game feel while reducing anomalous inputs. Established multiplayer readiness and server-state synchronization foundations by importing multiplayer packages, introducing server reconciliation, and tackling reconciliation issues, positioning the project for networked play. Also laid groundwork for modular data handling via the Player Payload Manager, enabling cleaner integration of payload data and future features.

January 2025

30 Commits • 9 Features

Jan 1, 2025

January 2025 performance summary: Delivered foundational gameplay scaffolding, core systems, and UI flows across two Unity projects. Implemented early level design foundations, advanced player movement, vaulting, quest results flow, and multiplayer onboarding, while stabilizing builds and refining input/camera behavior. Established cross-project audio integration and asset management to enable rapid feature delivery and reduce tech debt.

December 2024

45 Commits • 18 Features

Dec 1, 2024

December 2024 – Plutzz/TheLittleThings: Delivered foundational state-machine architecture, head tracking, and nested state support; completed extensive player-system refactor and camera/inventory alignment; implemented combat enhancements (HitStop, attack state refactor) and visual polish (health UI, cinematic bars, wake-up cutscene), plus stability fixes (import/merge fixes). These changes deliver a scalable gameplay framework, improved player fidelity, and higher team velocity for upcoming features.

November 2024

48 Commits • 15 Features

Nov 1, 2024

November 2024 performance summary for Plutzz/TheLittleThings focused on reliability, visual polish, and gameplay flow across Unity scenes, animations, and combat systems. Key work includes refactoring the enemy state machine for reliability, comprehensive scene and prefab/environment cleanups, asset imports (frog model and new player model), projectile-based combat enhancements with synchronized animations and scriptable objects for attack cooldown, and major boss/UI work (Nathan boss scene with 3D map and world-space UI). I also delivered scene transitions, village scene updates, and music integration, along with targeted stabilization fixes to many hard-to-test areas. These efforts improved gameplay consistency, reduced iteration time, and strengthened the foundation for future features while maintaining a high standard of code quality and build stability.

Activity

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Quality Metrics

Correctness82.8%
Maintainability81.6%
Architecture77.2%
Performance73.8%
AI Usage20.6%

Skills & Technologies

Programming Languages

C#GitattributesJSONMarkdownUnityUnity AssetUnity Asset FilesUnity C#Unity Input SystemUnity Prefab

Technical Skills

3D Animation3D Camera Control3D Camera Systems3D Environment Design3D Graphics3D Modeling3D Modeling Integration3D MovementAI BehaviorAI ProgrammingAnimationAnimation CurvesAnimation State MachinesAsset CreationAsset Integration

Repositories Contributed To

2 repos

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

PIEDevStudios/AbsoluteMomentum

Jan 2025 Oct 2025
10 Months active

Languages Used

C#JSONMarkdownUnityUnity AssetUnity PrefabUnity SceneXML

Technical Skills

3D ModelingAsset ManagementAudio ManagementAudio Middleware IntegrationC#C# Scripting

Plutzz/TheLittleThings

Nov 2024 Jan 2025
3 Months active

Languages Used

C#UnityUnity AssetUnity SceneUnity Shader GraphUnity Input SystemUnity PrefabGitattributes

Technical Skills

3D Environment Design3D Modeling3D MovementAI BehaviorAI ProgrammingAnimation

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