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ConnerWould5

PROFILE

Connerwould5

Conner worked on the beRetana/GDIM_161_HorrorGame repository, delivering a range of gameplay and visual features over eight months. He built and integrated 3D models, environment assets, and interactive elements using Unity and C#, focusing on asset pipelines, level design, and material configuration. His technical approach emphasized maintainable scene setup, shader optimization, and asset management, resulting in improved visual fidelity and smoother development workflows. Conner also addressed rendering bugs and balanced gameplay through prefab engineering and particle system enhancements. The depth of his work is reflected in the consistent delivery of features that improved both player experience and developer productivity.

Overall Statistics

Feature vs Bugs

95%Features

Repository Contributions

50Total
Bugs
1
Commits
50
Features
21
Lines of code
1,871,594
Activity Months8

Work History

September 2025

2 Commits • 1 Features

Sep 1, 2025

2025-09 Monthly Summary – Horror Game (beRetana/GDIM_161_HorrorGame) Focus: balance, visuals, and level consistency for the Horror level. Delivered feature enhancements to improve player pacing and visual fidelity in BUILD_1.unity and related assets. Key engagements and outcomes: - Horror level balance and visuals enhancements: Adjust monster spawn point spacing in BUILD_1.unity to balance encounters and reduce proximity to ladder spawn points. Ensure persistent ladder spawn and enhanced brazier visuals via new particle configurations and light components in GDIM_161_Horror. - Commits capturing design changes: be5c018fd0a3d5d76c7e08eee33cb2aa31d61877 (Moved Monster Spawn Locations); 2cab78dd078759b7125a982f3017c94f84a79de8 (Added Constant Ladder at Forest Level). Major bugs fixed: None recorded this month. Primary focus on feature balance and visual fidelity improvements. Overall impact and accomplishments: Improved gameplay pacing and visual fidelity for the Horror level, enabling a more consistent and engaging player experience. Changes promote easier tuning of spawn dynamics and visuals in future iterations and support clearer level design signals for players. Technologies/skills demonstrated: Unity scene configuration, monster spawn logic, particle systems, lighting components, and maintainable commit-driven development. Repository: beRetana/GDIM_161_HorrorGame

August 2025

3 Commits • 2 Features

Aug 1, 2025

Monthly summary for 2025-08 (beRetana/GDIM_161_HorrorGame): Delivered two core features enhancing lab visuals and level assets, plus Unity-ready 3D assets. Key features: Lab Materials & Audio Bank Configuration (lab-themed materials and FMOD audio/cache updates) and New 3D Asset Additions (Arrow with materials/textures; Forest Level Billboard with model/textures/materials and scene integration). No explicit major bugs fixed were documented for this repo this month. Overall impact: improved visual fidelity, audio consistency, and level-design capabilities; supports smoother iteration and stronger Unity integration, enabling faster delivery of lab scenes and level assets. Technologies/skills demonstrated: Unity asset integration, FMOD audio management, materials and textures, scene placement, and asset pipeline/commit traceability.

July 2025

6 Commits • 2 Features

Jul 1, 2025

Performance-review-ready monthly summary for 2025-07 focusing on beRetana/GDIM_161_HorrorGame. This period prioritized visual fidelity and asset-driven gameplay enhancements. Key deliveries include a World Visuals Refresh with a broad set of 3D props and environment assets, new interaction elements (a button with materials), and lighting/material refinements to elevate immersion. A Monster Integration milestone added a new creature asset with a 3D model, animations, and materials to enable richer encounters and gameplay variety. No major bugs fixed within the scope of this summary; the month centered on feature delivery to accelerate gameplay polish and content variety. Overall impact: higher visual fidelity, more varied encounters, and a scalable path for future asset updates.

June 2025

4 Commits • 2 Features

Jun 1, 2025

June 2025 performance summary for beRetana/GDIM_161_HorrorGame. Key features delivered improved visuals and asset workflow while reducing resource usage, and a bug-fix pass ensured rendering consistency. Overall impact: smoother asset pipelines, better visual fidelity in the HorrorGame environment, and a foundation for future font asset generation. Technologies/skills demonstrated: asset management (font and materials), shader/material pipeline adjustments, texture mapping and optimization, and related commits documented below.

May 2025

6 Commits • 3 Features

May 1, 2025

May 2025 monthly summary for beRetana/GDIM_161_HorrorGame: Delivered key features accelerating player movement, navigation, and typography pipeline. Implemented climbing and crawling animations with supporting FMOD audio updates to enhance immersion. Added ladder assets and interaction system including prefabs and Unity integration to enable new player interactions. Performed font asset cleanup and prepared for re-import to ensure a scalable typography pipeline for future iterations. No major bugs were reported this month; all work completed with a clear linkage to commits and repository assets.

March 2025

13 Commits • 3 Features

Mar 1, 2025

Monthly summary for 2025-03 focusing on delivering core gameplay assets and elevating UI/graphics to support player immersion and business value. Highlights include character and enemy asset integration, UI and rendering performance improvements, and visual polish across the scene. This period resulted in a more believable player experience, a stronger asset pipeline for future features, and a foundation for higher fidelity gameplay with improved rendering efficiency.

February 2025

14 Commits • 6 Features

Feb 1, 2025

February 2025 focused on delivering a cohesive environmental overhaul for beRetana/GDIM_161_HorrorGame, enhancing world-building, visuals, and developer productivity. The month delivered a suite of environment-driven enhancements, a robust asset pipeline, and improved scaffolding to streamline future work. A notable bug fix stabilized campfire rendering and interaction, contributing to a more reliable scene experience.

January 2025

2 Commits • 2 Features

Jan 1, 2025

Concise monthly summary for 2025-01 focusing on foundational gameplay systems and visual polish delivered for beRetana/GDIM_161_HorrorGame. The month established the Tile Map system groundwork and retro pixel art visuals, setting the stage for level design efficiency and a distinct game aesthetic. No critical bug fixes were recorded this month; the focus remained on delivering core features and preparing for iterative improvements.

Activity

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Quality Metrics

Correctness82.2%
Maintainability82.0%
Architecture78.4%
Performance74.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#FBXJSONOBJShaderLabUnityUnity AssetUnity Asset FilesUnity Scene DataUnity ShaderLab

Technical Skills

3D ModelingAnimationAsset IntegrationAsset ManagementAsset PlacementCodebase CleanupEnvironment ArtEnvironment DesignFMODFile ManagementFont ManagementFont RenderingGame Asset IntegrationGame DevelopmentLevel Design

Repositories Contributed To

1 repo

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

beRetana/GDIM_161_HorrorGame

Jan 2025 Sep 2025
8 Months active

Languages Used

C#UnityFBXJSONOBJShaderLabUnity AssetYAML

Technical Skills

3D ModelingAsset IntegrationGame DevelopmentLevel DesignMaterial ConfigurationUnity Engine

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