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dylan

PROFILE

Dylan

Developed core gameplay systems for the PaintTheWorld and Sci-Die repositories, focusing on player movement, combat, and animation using Unity and C#. Delivered features such as momentum-based locomotion, rail grinding, directional dashing, and double-jump mechanics, while integrating Cinemachine camera control and custom Unity editor tooling for rapid iteration. Enhanced combat systems with unified drone weapon logic, animation sequencing, and audio feedback, and introduced resource management loops for progression. Addressed stability and edge-case bugs through systematic refactoring and prefab management. The work established a scalable technical foundation, improved gameplay fidelity, and accelerated development cycles through robust scripting and workflow automation.

Overall Statistics

Feature vs Bugs

51%Features

Repository Contributions

191Total
Bugs
66
Commits
191
Features
68
Lines of code
90,110
Activity Months10

Work History

April 2026

51 Commits • 20 Features

Apr 1, 2026

April 2026: Implemented core gameplay enhancements, stability fixes, and build/readiness improvements for PaintTheWorld. Delivered tangible business value through improved player experience, visual polish, and cross-scene audio consistency, while strengthening CI/build processes. Key work includes end-level camera and boost ramp adjustments, comprehensive movement/input refinements, UI/audio polish, and multiple build/CI improvements.

March 2026

35 Commits • 11 Features

Mar 1, 2026

March 2026 performance summary for PaintTheWorld (EricWRogers/PaintTheWorld). Focused on delivering core gameplay stability, visual polish, and scalable movement systems to support player engagement and future feature work. Achievements span movement refinements, lighting/visual improvements, gameplay feature updates, and reliability fixes that reduce friction for players and accelerate development velocity.

February 2026

3 Commits • 1 Features

Feb 1, 2026

February 2026 (EricWRogers/PaintTheWorld): Delivered a major overhaul of the player movement system to improve responsiveness and player experience. The work includes removal of the speed cap, directional dashing, improved movement thresholds, and refined collision handling, plus enhancements to rail grinding and jump behavior. These changes establish a stronger technical foundation for future gameplay features and improve overall player satisfaction and retention prospects.

January 2026

9 Commits • 3 Features

Jan 1, 2026

January 2026 monthly summary for PaintTheWorld: Delivered key gameplay features, stability fixes, and onboarding scaffolding to accelerate iteration and improve player experience. Highlights include movement system enhancements with banking and slope handling, a comprehensive animation overhaul with a dedicated animator component and smoother transitions, camera collision fixes for stable camera behavior, and onboarding placeholder files to support future user guidance.

November 2025

10 Commits • 3 Features

Nov 1, 2025

November 2025 monthly summary for EricWRogers/PaintTheWorld. Focus was on stabilizing core gameplay loop, accelerating development velocity, and enhancing testing fidelity. Key work delivered includes environment upgrades for testing and visuals, a custom Unity editor for faster tuning of PlayerMovement, and a comprehensive overhaul of movement, grinding, rail timing, and painting integration to improve gameplay flow and responsiveness. These efforts reduce iteration time, improve player experience, and increase reliability of future changes. Technologies demonstrated include Unity, C#, prefab workflows, custom editor tooling, and robust edge-case handling in movement/paint logic. Overall impact: faster feature delivery, better testing visibility, and a more polished player experience with scalable foundation for future expansions.

October 2025

40 Commits • 18 Features

Oct 1, 2025

October 2025 performance summary for EricWRogers/PaintTheWorld: Delivered a comprehensive overhaul of core movement and rail systems to improve player feel, consistency, and scalability, while advancing combat-related visuals and content polish. Key engineering efforts focused on refactoring the movement and input pipeline to support momentum-based locomotion, dashing, and rail grinding, with groundwork for spline rails and parent-rail relationships. Look direction and aiming were refined so players face the swing, shoot, and weapon use, and wall rides now incorporate gravity for more predictable traversal. The jumping system gained a dedicated jump count and double-jump capability with momentum preservation, plus several bug fixes to stabilize negative edge cases. Visual polish and gameplay affordances were expanded via bullet color changes, yellow paint boost pads, mortar paint interactions, and paintable mask quality enums. Workflow improvements included auto stash before merging main branches, and scene-level save support (parking lot) to speed up iteration. Overall, improved gameplay fidelity, stability, and delivery velocity, enabling more engaging player experiences and reducing risk on future releases.

September 2025

25 Commits • 8 Features

Sep 1, 2025

September 2025 monthly performance summary for EricWRogers/PaintTheWorld focused on delivering a playable, stable foundation for core movement and rail/grinding gameplay, enabling rapid iteration and business value through improved player experience and development workflow.

December 2024

4 Commits • 1 Features

Dec 1, 2024

December 2024 performance summary for EricWRogers/Sci-Die. Delivered a targeted feature expansion for ScythDrone and stabilized drone behavior, with a focus on gameplay fidelity, audio feedback, and shop integration. Implemented per-drone attack mechanics and corrected critical animation and firing inconsistencies to improve user experience and game balance.

November 2024

11 Commits • 2 Features

Nov 1, 2024

Month 2024-11: Implemented a comprehensive drone combat overhaul and introduced a scrap-based progression loop. Delivered new drone types (ScythDrone, SpearDrone, ScissorDrone) with unified attack logic, weapon management, and animations; introduced scrap management for post-combat economy; refreshed core assets and player prefab to support ongoing development and scalability.

October 2024

3 Commits • 1 Features

Oct 1, 2024

October 2024 highlights for EricWRogers/Sci-Die: Drone combat polish and reliability improvements focused on mouse-position targeting, timing-based attack mechanics, and audio management. Consolidated changes to scissor and scythe drone attacks, improving combat feedback and music transitions. Commits show progressive refinement and cross-platform reliability across key attack and audio systems.

Activity

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Quality Metrics

Correctness83.4%
Maintainability81.8%
Architecture79.4%
Performance80.0%
AI Usage21.4%

Skills & Technologies

Programming Languages

C#NoneShaderLabTextUnityUnity AssetUnity Meta LanguageUnity PrefabUnity SceneYAML

Technical Skills

2D Animation3D Modeling3D Movement3D modelingAnimationAnimation CurvesAsset ManagementAudio IntegrationAudio ManagementC#C# ScriptingC# programmingC# scriptingCamera ControlCharacter Controller

Repositories Contributed To

2 repos

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

EricWRogers/PaintTheWorld

Sep 2025 Apr 2026
7 Months active

Languages Used

C#UnityYAMLUnity PrefabUnity SceneTexttextNone

Technical Skills

3D MovementC#Camera ControlCharacter ControllerComponent IntegrationGame Development

EricWRogers/Sci-Die

Oct 2024 Dec 2024
3 Months active

Languages Used

C#UnityUnity AssetUnity Meta LanguageYAML

Technical Skills

Audio ManagementCombat SystemsGame DevelopmentInput HandlingObject-Oriented ProgrammingUnity