EXCEEDS logo
Exceeds
Dominic Fanaris

PROFILE

Dominic Fanaris

Over ten months, Anthony contributed to the AnthonyMolle/SLEDGE repository by engineering core gameplay systems, enemy AI, and player interaction features using Unity, C#, and 3D modeling. He developed a unified enemy framework with behavior trees, implemented dynamic hammer mechanics, and enhanced combat feedback through animation and UI/UX improvements. His work included refactoring asset organization, optimizing physics simulation, and integrating event-driven AI logic to improve maintainability and gameplay consistency. Anthony also addressed bugs such as animation jitter and collision issues, demonstrating disciplined debugging and precise version control. The depth of his contributions enabled faster iteration and a more robust gameplay experience.

Overall Statistics

Feature vs Bugs

81%Features

Repository Contributions

42Total
Bugs
5
Commits
42
Features
21
Lines of code
109,619
Activity Months10

Your Network

5 people

Work History

February 2026

1 Commits

Feb 1, 2026

February 2026: Fixed hammer animations in Level 2 to deliver smoother, more realistic interactions by adjusting local rotation and object positions, implemented as a targeted, low-risk patch. Commit: 4276c9ed7bb55c202092e7bedfa30a8c8054bf70. Result: improved player feel, reduced animation-physics jitter, and preserved overall stability. Demonstrated disciplined debugging and precise commit practices within the SLEDGE repo.

January 2026

14 Commits • 7 Features

Jan 1, 2026

January 2026 performance summary for AnthonyMolle/SLEDGE. Delivered key gameplay and visual enhancements, improved environmental interactions, and performance optimizations. This month focused on strengthening combat feedback, ensuring reliable phase wall interactions, and improving development workflow with asset organization and package upgrades.

December 2025

5 Commits • 4 Features

Dec 1, 2025

December 2025 Summary — AnthonyMolle/SLEDGE 1) Key features delivered - Enhanced player feedback via animations and aiming UI: hammer animations added; improved crosshair behavior and hit markers for better targeting feedback. - Commit: 81ad741b7e017508ddd876a354f42a0061c91423 - Gameplay timing and UI/audio streamlining: introduced a timer feature, removed redundant audio listener, and adjusted crosshair size to streamline UI and gameplay timing. - Commit: dc0a4a5f15a79d89ac792cbe814ad00fa9feda11 - UI simplification: removed the speedometer to declutter the UI. - Commit: 568ff812537ce5a77edb0e37a609bac178cb14fe - Level 1 and Level 2 UI overhaul: updated Level 1 for new UI and set up Level 2 UI with health/death/level completion displays. - Commits: a0ca95737dc1aa73e502687740724e55f99dc90f; a196a9201eceea7471e6e291793218733bfc2b89

November 2025

3 Commits • 2 Features

Nov 1, 2025

Monthly summary for 2025-11: Focused on delivering core gameplay features for SLEDGE and stabilizing combat feedback. Key performances centered on new Flyer death explosion mechanics with visual effects and collision dynamics improvements, plus a hammer swing impact point feedback UI. These efforts improved player strategy, reduced unintended enemy knockback, and laid groundwork for FX polish across the project.

October 2025

4 Commits • 2 Features

Oct 1, 2025

October 2025 — AnthonyMolle/SLEDGE: Delivered targeted gameplay and stability improvements with clear business value. Key features focused on player control and enemy interaction, while a critical audio subsystem rollback reduced risk in the release pipeline.

September 2025

3 Commits • 1 Features

Sep 1, 2025

In September 2025, delivered the Hammer Launch System Overhaul for AnthonyMolle/SLEDGE, significantly enhancing player control, consistency, and tunability of hammer interactions. This release focused on dynamic launch direction, improved aerial control post-launch, and momentum persistence during hammer slams, directly contributing to a more responsive and satisfying gameplay experience. The work aligns with product goals to reduce player friction and enable fine-grained tuning for gameplay feel and balance.

August 2025

4 Commits • 2 Features

Aug 1, 2025

2025-08 Monthly Summary — AnthonyMolle/SLEDGE This month delivered a focused boost to maintainability, asset organization, and game flow stability. Key deliveries improved onboarding, reduced future refactoring cost, and strengthened the core gameplay loop.

July 2025

6 Commits • 2 Features

Jul 1, 2025

July 2025 Monthly Summary for AnthonyMolle/SLEDGE: Delivered a unified enemy framework and combat enhancements, added a new flying enemy with telegraph-driven dash feedback, and fixed a critical player-collision bug with a CombatState enum to clarify shooter phases. These changes improve gameplay pacing, feedback, and maintainability, reduce technical debt, and enable faster AI feature iterations.

November 2024

1 Commits • 1 Features

Nov 1, 2024

November 2024 performance summary for AnthonyMolle/SLEDGE. Key feature delivered: Enemy Flying Behavior Enhancement and Timed Control Service. The new timed control node delays actions to regulate flying enemies in the player's vicinity, preventing perpetual flight and introducing damage on impact with a self-destruction mechanic. This improves combat balance and player experience, reducing edge-case behavior and delivering more predictable encounters. Implemented with a dedicated service node and integrated into the flyer logic. Commit reference: c3c21afe06ada36248cfa286e8f39691d9c99946. Business value: enhanced gameplay balance, clearer combat feedback, and a solid foundation for further AI behavior tuning. Technical achievements: new service-oriented control pattern, AI behavior integration, and robust event-driven flow.

October 2024

1 Commits

Oct 1, 2024

October 2024 performance summary for AnthonyMolle/SLEDGE focused on stabilizing core AI flow by ensuring enemies initialize to IDLE state on creation. This initialization guard prevents uninitialized or active states, reducing startup-time issues and contributing to a more reliable gameplay experience.

Activity

Loading activity data...

Quality Metrics

Correctness87.6%
Maintainability84.0%
Architecture80.6%
Performance80.4%
AI Usage22.4%

Skills & Technologies

Programming Languages

C#C++JSONUnityUnity AssetUnity MetaYAML

Technical Skills

3D graphics3D modelingAIAI ProgrammingAI programmingAudio SystemsBehavior TreesC#C# ScriptingC# programmingC# scriptingCharacter ControllerCode OrganizationEnemy AIFMOD Integration

Repositories Contributed To

1 repo

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

AnthonyMolle/SLEDGE

Oct 2024 Feb 2026
10 Months active

Languages Used

C#Unity AssetUnityUnity MetaC++YAMLJSON

Technical Skills

AIGame DevelopmentUnityAI ProgrammingBehavior TreesUnity Engine