EXCEEDS logo
Exceeds
brinottage

PROFILE

Brinottage

Developed core gameplay systems for the Game-Workshop-Pre-Production repository over two months, focusing on scalable enemy AI, inventory management, and wave-based enemy spawning. Leveraged Unity and C# to architect a configurable enemy framework with advanced behaviors such as patrol, player tracking, and projectile combat, alongside an extensible inventory system enforcing item constraints for gameplay balance. Introduced a data-driven enemy spawning and wave management system, supporting both time-based and cleanliness-meter-based progression, centralized by a singleton WaveManager for flexible tuning. Emphasized object-oriented design and test-driven workflows, establishing a robust foundation for rapid feature iteration and maintainable game development without introducing bugs.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

4Total
Bugs
0
Commits
4
Features
3
Lines of code
2,580
Activity Months2

Your Network

8 people

Work History

October 2025

1 Commits • 1 Features

Oct 1, 2025

October 2025: Delivered an extensible Enemy Spawning System and wave management for the Game-Workshop-Pre-Production project. The system supports configurable spawn chances and wave-based triggers, with two progression modes (time-based and cleanliness-meter-based). A singleton WaveManager centralizes global wave interval settings, enabling data-driven pacing for playtests and faster iteration. This work establishes a scalable foundation for enemy design and balancing, reducing hard-coded logic and enabling easier tuning for future sprints. Commit reference: 35d34f0c754ab1923ec1918e0f742b7b75638c2e.

September 2025

3 Commits • 2 Features

Sep 1, 2025

2025-09 Monthly Summary: Delivered foundational game systems in the Game-Workshop-Pre-Production repo with a focus on AI depth and inventory integrity to support rapid feature expansion and better gameplay balance. Key features include: (1) Base Enemy framework with configurable movement and stats, Trashman enemy prefab with animations, and an EnemyTracker for behavior orchestration; follow-up work added advanced AI behaviors including patrol, player tracking, trash spawning, and projectile combat to enhance combat depth. (2) Inventory System with item management, base item classes, and consumable interfaces, plus a test item; enforced Mop-slot constraint to reserve the first slot for Mop and prevent slot conflicts. Impact: establishes a scalable AI and inventory foundation that enables faster iteration on new content and reduces edge-case bugs, directly contributing to gameplay quality and release readiness. Technologies/skills demonstrated: Unity/C# scripting, prefab-based design, AI behavior modeling, inventory system architecture, test-driven merge readiness and version-control discipline.

Activity

Loading activity data...

Quality Metrics

Correctness80.0%
Maintainability80.0%
Architecture80.0%
Performance80.0%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#

Technical Skills

C#Game DevelopmentObject-Oriented ProgrammingUnity

Repositories Contributed To

1 repo

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

perkcaan/Game-Workshop-Pre-Production

Sep 2025 Oct 2025
2 Months active

Languages Used

C#

Technical Skills

C#Game DevelopmentObject-Oriented ProgrammingUnity