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Aleroth-byte

PROFILE

Aleroth-byte

Daniel Fernandez developed and refined core gameplay systems for the crazed6/CapstoneTFS_Fall2025 repository over six months, focusing on inventory management, enemy AI, hazard integration, and immersive audio-visual feedback. He engineered features such as a journal-based inventory system, dynamic trap prefabs, and segmented health and momentum UI, leveraging Unity, C#, and object-oriented programming. Daniel’s technical approach emphasized modular scripting, prefab-driven architecture, and robust collision handling, including physics-based interactions and audio zone management. His work addressed gameplay depth, player feedback, and maintainability, while also resolving critical collision bugs, resulting in a more reliable, scalable, and engaging player experience throughout development.

Overall Statistics

Feature vs Bugs

91%Features

Repository Contributions

17Total
Bugs
1
Commits
17
Features
10
Lines of code
78,740
Activity Months6

Work History

September 2025

6 Commits • 2 Features

Sep 1, 2025

September 2025: Focused work on audio immersion, UI clarity, and physics reliability for the Capstone project. Key features delivered include audio system enhancements with voiceover integration across gameplay and scenes, plus refined SFX, background music, audio zones, and expanded voice/UI audio triggers to improve narrative delivery and player immersion. A major UI upgrade introduced segmented health and momentum bars, with a low-health indicator to sharpen on-screen feedback and decision-making. A critical collision issue between ExplodingEnemy and the Javelin projectile was resolved by switching from trigger-based detection to direct collisions and ensuring the Javelin has a Rigidbody for proper physics interactions. Overall impact: These changes improve player engagement, reduce friction during play, and provide a robust foundation for future features, aligning with product goals for narrative delivery, responsiveness, and reliability. Technologies/skills demonstrated: Unity audio architecture and scene-wide audio management, physics-based collision handling (Rigidbody integration), interactive UI design (segmented bars and visual alerts), and a commit-driven development workflow that supports iterative improvements across features and bug fixes.

August 2025

3 Commits • 2 Features

Aug 1, 2025

August 2025 monthly summary for crazed6/CapstoneTFS_Fall2025: Focused on gameplay polish through a Worker visual/collision refactor and comprehensive audio enhancements across enemies and the player. Implemented BoxCollider for Worker and adjusted the prefab's components (main object, CentrePoint, FirePoint) to improve collision accuracy and in-game interactions, including disabling the CapsuleCollider. Added/refined SFX across Lobber, Worker, and other characters to cover attacks, movements, and deaths. This collaboration between gameplay and audio teams delivered richer feedback, better player cues, and a more cohesive audio experience, enabling higher engagement and smoother future iterations. Key commits include: 3576482e014bc329148a962edecb4283878c2f3f; a4b4b5029881682c1471932b9b28a100c2e98455; 5e168949a200ed35b3e4f8cf56b75430f7098c3c.

July 2025

4 Commits • 2 Features

Jul 1, 2025

July 2025 (Month: 2025-07) — Delivered two core gameplay feature sets in crazed6/CapstoneTFS_Fall2025 with a focus on improving player feedback, pacing, and balance. Key outcomes include Trap System Enhancements (Chaser Drone and Wall Thorn) and Momentum Bar + Speed Lines Visual Feedback. The Trap System adds two traps with charging indicators, explosion effects, and an active/inactive cycle to increase challenge. The Momentum work provides a visible momentum/health bar, velocity visualization, and speed-line effects via a dedicated prefab, particles, and a camera-follow strategy to keep UI visible during fast movement. Commits supporting these changes include 9438ae811227962eccb5dad775861ebbddbfe0a5 for the Chaser Drone/Wall Thorn work, and 499bd005ca5f603afc4493736ab72f545bff08bc, 8794c6178e4cbd301bc7c1cb5381cff703199d01, and 6086ca81dad431856ca708b66c0d91072a09ad76 for the Momentum Bar and speed lines implementation. Overall impact includes improved player feedback, faster iteration through prefab-based architecture, and stronger alignment with game pacing and balance goals. Skills demonstrated encompass Unity game development, UI/UX feedback design, particle systems, and camera behavior optimization.

June 2025

1 Commits • 1 Features

Jun 1, 2025

June 2025 monthly summary for crazed6/CapstoneTFS_Fall2025 focused on expanding hazard variety and improving integration between traps and worker behavior to enrich gameplay and scalability. Delivered laser-based traps and dynamic generation; updated worker prefab; all changes aimed at increasing player challenge, enemy interactions, and maintainability. groundwork for additional hazard types and dynamic level scripting with a focus on extensibility. No major bugs fixed this month; minor polish and refactors implemented to improve stability.

April 2025

2 Commits • 2 Features

Apr 1, 2025

Month: 2025-04 — Monthly summary for crazed6/CapstoneTFS_Fall2025. Delivered two core features with refactors and gameplay improvements, aligning with project goals and improving maintainability and player experience.

March 2025

1 Commits • 1 Features

Mar 1, 2025

March 2025—Delivered a new Inventory System for Journals and Relics in crazed6/CapstoneTFS_Fall2025. The feature includes a UI-driven inventory grid with item descriptions, item pickup mechanics, and a Tab-based pause/cursor toggle. Implemented core inventory manager scripts and UI wiring to support seamless gameplay interactions and future expansion. No major bugs fixed were documented for this scope. This work enhances gameplay depth, supports item-based progression, and improves player experience in exploration and collection.

Activity

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Quality Metrics

Correctness84.8%
Maintainability82.4%
Architecture82.4%
Performance77.6%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#UnityUnity PrefabUnity SceneYAML

Technical Skills

AIAudio EngineeringAudio IntegrationC#C# ScriptingCollision DetectionCoroutinesDOTweenEnemy AIGame DevelopmentInventory SystemNavMeshObject-Oriented ProgrammingParticle SystemsPhysics

Repositories Contributed To

1 repo

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

crazed6/CapstoneTFS_Fall2025

Mar 2025 Sep 2025
6 Months active

Languages Used

C#YAMLUnityUnity PrefabUnity Scene

Technical Skills

Game DevelopmentInventory SystemUI DevelopmentUnityAINavMesh

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