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connorheyz

PROFILE

Connorheyz

Connor Heyz developed core gameplay and audio systems for the gmuGADIG/FetchQuest and gmuGADIG/bake-me-crazy repositories, focusing on scalable architecture and maintainability. He engineered multi-phase boss encounters in Godot Engine using GDScript, integrating modular AI and scene management to enhance player engagement and support future content. In bake-me-crazy, Connor overhauled the audio system, implementing scene-aware music playback, theme-based audio integration, and editor tools for precise loop management. His work included animation-driven sound effects and robust event handling, resulting in reliable, extensible systems that improved user experience and streamlined asset iteration. The solutions demonstrated depth in both design and execution.

Overall Statistics

Feature vs Bugs

90%Features

Repository Contributions

32Total
Bugs
1
Commits
32
Features
9
Lines of code
3,639
Activity Months5

Work History

August 2025

2 Commits • 1 Features

Aug 1, 2025

2025-08 Monthly Summary for gmuGADIG/bake-me-crazy: Implemented Audio Theme System introducing Salty and Umami themes, mapped to Callum's and Millie's date confession scenes. This enhancement strengthens mood and storytelling through music, while establishing a maintainable theming architecture for future expansions. No major bugs fixed this month; focus was on reliable feature delivery and code hygiene.

May 2025

11 Commits • 2 Features

May 1, 2025

May 2025 monthly summary for gmuGADIG/bake-me-crazy. Delivered a major overhaul of the audio system and enhancements to the FoodStep minigame, improving player feedback, reliability, and maintainability. Implemented scalable, asset-friendly audio architecture and tighter integration with UI/minigame flows, enabling faster iteration on SFX assets and behavior.

April 2025

17 Commits • 4 Features

Apr 1, 2025

April 2025 performance summary for gmuGADIG/bake-me-crazy, focusing on music system overhaul, editor tooling, and audio routing. The work delivered a robust end-to-end music playback experience with scene-aware transitions, improved loop handling, and richer soundtrack options, complemented by editor tooling and a centralized SFX workflow. All changes emphasize reliability, maintainability, and business value through improved player stability, predictable looping, and scalable audio management.

December 2024

1 Commits • 1 Features

Dec 1, 2024

December 2024 monthly summary for gmuGADIG/FetchQuest: Focused on delivering a high-impact end-game boss encounter and establishing post-production readiness. Implemented the Frog Boss with health, hurt state, multi-phase behavior, and new attack patterns (jumping/hopping and shockwave on landing), supported by new animations and VFX for hurt and death states. This work enhances end-game engagement, provides a visually engaging and challenging encounter, and sets the foundation for future iterations. Commit reference: 5fe99f229fd34b0ba8254bef235eb5161fc9be48 (pre/post-production-enabled).

November 2024

1 Commits • 1 Features

Nov 1, 2024

November 2024 was focused on delivering a high-impact boss encounter for FetchQuest and establishing a solid foundation for future boss content. Key feature delivered: New Frog Boss Enemy with multi-phase AI, shockwave attack, and new scene files/behavior scripts, integrated into the game flow and playtested for balance. Major bugs fixed: none reported for this sprint; backlog prioritized for next cycle. Overall impact: adds a compelling end-to-mid-game encounter that increases session length and engagement, while aligning with the product roadmap for new content. Technologies/skills demonstrated: game AI scripting, scene/asset integration, behavior scripting, and performance-conscious design enabling scalable boss content for future releases.

Activity

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Quality Metrics

Correctness85.0%
Maintainability85.0%
Architecture83.4%
Performance81.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

GDScriptGLSL

Technical Skills

AnimationAudio EditingAudio EngineeringAudio IntegrationAudio ManagementAudio ProgrammingBoss MechanicsEditor ToolsEnemy AIEvent HandlingGame DevelopmentGodot EngineNode.jsResource ManagementScene Management

Repositories Contributed To

2 repos

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

gmuGADIG/bake-me-crazy

Apr 2025 Aug 2025
3 Months active

Languages Used

GDScript

Technical Skills

Audio EditingAudio EngineeringAudio IntegrationAudio ManagementAudio ProgrammingEditor Tools

gmuGADIG/FetchQuest

Nov 2024 Dec 2024
2 Months active

Languages Used

GDScriptGLSL

Technical Skills

Boss MechanicsEnemy AIGame DevelopmentScene ManagementShader ProgrammingGodot Engine

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