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Dylan Torres

PROFILE

Dylan Torres

Over the past ten months, Charles Bowne developed core gameplay systems and AI tooling for DanDiazRivera/RockStars and CBowneUCF/RageRooster, focusing on combat mechanics, enemy behaviors, and animation pipelines. He engineered rhythm-based combat, modular AI using Unreal Engine Blueprints and C++, and event-driven enemy damage handling in Unity with C#. His work included scalable enemy frameworks, visual scripting graphs, and performance optimizations such as object pooling and event listeners to reduce CPU load. By integrating robust asset management and refining UI feedback, Charles delivered maintainable, designer-friendly systems that improved iteration speed, gameplay clarity, and production stability across both repositories.

Overall Statistics

Feature vs Bugs

68%Features

Repository Contributions

292Total
Bugs
65
Commits
292
Features
135
Lines of code
13,835,635
Activity Months10

Work History

February 2026

1 Commits • 1 Features

Feb 1, 2026

February 2026 — RageRooster (CBowneUCF/RageRooster): Implemented an event-driven Enemy Damage handling feature with Auto-Deactivate and established groundwork for Visual Scripting integration. This work moves damage response out of the Update loop, enabling scalable, CPU-friendly combat logic and clearer state transitions for enemies. Key details: - Implemented an Enemy Damage Event Listener that deactivates enemies when HP <= 0 in response to damage events, eliminating the need for constant per-frame HP checks. - Documented and prototyped the approach in the commit d121684414910439dc8d4337135f8495d59fd5b4, including notes to verify Alive/Dead transitions and exploring a Visual Scripting path to listen for damage sources (WIP). - Lays groundwork for designer-friendly behavior extension via Visual Scripting and supports future expansion to additional entities and damage sources. Impact: - Performance: reduces CPU usage in combat scenes with many enemies by avoiding Update-based damage polling. - maintainability: centralized damage-driven state changes simplify debugging and future feature additions. - scalability: supports larger battles without proportional Update overhead.

September 2025

2 Commits • 1 Features

Sep 1, 2025

September 2025 – CBowneUCF/RageRooster: Feature delivery and code quality improvements focused on GroundedShooterEnemy. Key features delivered: - GroundedShooterEnemy projectile firing first pass enabling gameplay threat (commit d5af5e6841d7b0b844b2a6406049f9c1775098f2). - Visual scripting graph GroundedShooterEnemyGraph refined to improve states/transitions (commit e1e49d1a911ae98ca8c09f49e613ebaf61f3cfeb). - Documentation and acknowledgement of known issues with state transitions and object pooling to guide next iteration. Major bugs fixed: - None identified in this scope for September 2025; focus on feature delivery and graph refinement. Overall impact: - First-pass enemy projectile firing deployed, enabling deeper combat dynamics. - Better designer tooling and future-proofed maintenance via graph refinements; sets foundation for subsequent iteration. Technologies/skills demonstrated: - Unity visual scripting and graph refactoring - Enemy projectile mechanics and integration with GroundedShooterEnemy - Awareness of performance considerations (object pooling) and state-machine clarity.

August 2025

1 Commits • 1 Features

Aug 1, 2025

Monthly summary for 2025-08 (CBowneUCF/RageRooster): Delivered visual grouping for ShooterEnemyGraph by clustering nodes within states to improve organization and readability, and introduced a new testing scene VSETesting.unity to validate the changes. No major bugs reported this month. Impact: enhances user comprehension of enemy graph structures, reduces debugging time, and improves maintainability. Skills demonstrated: Unity, C#, graph visualization, scene setup, code refactoring for grouping, testing practices, and commit-driven delivery.

July 2025

6 Commits • 2 Features

Jul 1, 2025

July 2025 performance summary for CBowneUCF/RageRooster focused on delivering AI tooling foundations while preserving production stability. Major deliverables include importing and integrating the MonoBehaviourTree package, plus building an MBT_Testing scene with enemy testing, NavMesh setup, and lighting assets. The MBT_Testing scene was subsequently gated from production builds to ensure releases remain lean and stable. An initial HierarchyStateMachine submodule integration was attempted but rolled back to maintain repository integrity (including a Gitmodules fix and a later revert). Build hygiene improvements were implemented to prevent test assets from leaking into production and to document steps for future integration. Overall, these efforts establish a modular AI tooling foundation with clear paths for future enhancements while minimizing risk to production.

April 2025

61 Commits • 28 Features

Apr 1, 2025

April 2025 performance summary for DanDiazRivera/RockStars: Key features delivered, major bugs fixed, and system improvements across Mother Erg and Tantrum, with audio/visual refinements and engine baseline updates. Business value highlights include improved combat pacing, more reliable boss encounters, and a stronger foundation for upcoming content.

March 2025

58 Commits • 26 Features

Mar 1, 2025

March 2025 - Focused on delivering a significantly more polished Mother Erg boss encounter, strengthening combat feedback, stability, and core systems. Delivered new gameplay signals (Charge Prep Animation) and enhanced boss feedback (eye health UI, eye hitbox messaging with randomized attack patterns, health bar visuals) plus new boss placement and reveal animation. Visuals and combat options expanded with Laser Sight materials and stun wave, loop claw swipes, and montage updates. On reliability and performance, stabilized Boss Fight, fixed map duplication and BP issues, addressed merge regressions, improved canyon navigation, added map consistency checks, and introduced a shockwave logic refactor with object pooling, along with ABP and map updates. Additional polish included Mushroom Puzzle Enemy Gate, Mother Erg audio first pass, and dialogue state machine finish. This combination reduced playthrough risk, improved visual feedback, and enabled smoother, more engaging boss encounters.

February 2025

60 Commits • 27 Features

Feb 1, 2025

February 2025 (Month: 2025-02) performance summary for DanDiazRivera/RockStars: Delivered a solid enemy foundation, expanded character system capabilities, and strengthened stability and maintainability to enable faster future delivery and safer PH replacements. Key business value includes faster iteration on enemy design, clearer gameplay feedback, and reduced risk through targeted refactors and backups. Key highlights: - Completed Base Enemy System with Enemy Redux (finalized and validated), enabling scalable AI for new enemies and behaviors. Commits demonstrating progression and finalization include the Enemy Redux Complete! milestone. - Integrated Shroombo system groundwork and scaffolding, laying the foundation for Shroombo features within the game logic and project structure. Includes reparenting, dummy class, BP prototype operational, and related setup commits. - Health Bar UI events: introduced new health bar events to improve in-game feedback and UX for damage, healing, and status changes. - Major internal refactor and backups: performed large internal restructuring and backups in preparation for PH replacement, significantly reducing risk for rollout and future migrations. - Combat feel and character updates: delivered improvements to combat responsiveness and realism (screen shake, edge validity checks, charge/dodge options and montage references), plus ongoing enhancements to Shroombo, Psilocybear, and related interactions to improve player immersion and balance. Technologies/skills demonstrated: - Gameplay systems development in Unreal Engine (AI/enemy framework, combat mechanics, chase/dodge/charge flows) - UI integration (Health Bar) and animation/behavior pipeline updates - Blueprint and C++/UE integration patterns (Shroombo, Psilocybear, Skeleton updates, behavior trees) - Code hygiene and risk mitigation (major refactor, backups, and QA hygiene)

January 2025

30 Commits • 20 Features

Jan 1, 2025

January 2025 monthly summary for DanDiazRivera/RockStars. This month delivered a strong blend of animation polish, new gameplay capabilities, and UI improvements, underpinned by targeted stability fixes. Key accomplishments include delivering new character animations, establishing keytar-driven gameplay (model, placement, animation notifies, and core projectile mechanics), and enhancements to combat sequences and enemy UI. The work improved visual fidelity, player feedback, combat responsiveness, and overall maintainability of the animation/asset pipeline.

December 2024

16 Commits • 3 Features

Dec 1, 2024

December 2024 development focused on polishing core combat feedback, stabilizing enemy interactions, and tightening visuals across DanDiazRivera/RockStars. Delivered a set of incremental but impactful features with traceable commits, improving player experience, reducing frustration from stuns, and strengthening level-design reliability. Work emphasizes business value through clearer feedback, faster QA cycles, and a more compelling combat loop.

November 2024

57 Commits • 26 Features

Nov 1, 2024

Month: 2024-11 | Repository: DanDiazRivera/RockStars Concise monthly summary focusing on business value and technical achievements. November delivered a comprehensive upgrade to core combat, animation, visuals, audio, and gameplay logic, reinforcing player engagement and system robustness. Below is a focused view of what was shipped, notable fixes, impact, and the technical skills demonstrated. Key features delivered: - Combat System Overhaul and Rhythmic Combat Updates: Major rewrite and rhythm-based enhancements to the combat flow, enabling more responsive and engaging battles. Commits include b59d1ee7f6cea1e668f881dd8dbd58024886654a and 33d74b095b28cac1d08687d40188b82388ae5b9b. - Sound Wave Effects Updates: Improved sound spawning logic and FX, contributing to clearer audio feedback during combat. Commits include e5b6fabf9186b73df68dbb101b92b9d71e9eb15f, 257218213b008e2a610e4fdc02b317a9b9b42553, and 7731cd602d26f19cd69b2a7b465f0d61c6c4667a. - Instrument Appearances Update: Updated instrument visuals for better in-game fidelity. Commit f657290c6a44a5dcf4fb29863d97c6e4fc043063. - Erg Crawler Animation Overhaul: End-to-end animation system improvement to support smoother movement and reactions. Commit 137807dc0bbae21d435d3ad24630f15441bbf811. - Sporrus Maw Attacks and Stun System Overhaul: Comprehensive rework of attack animations, stun states, and integration with audio. Key commits include b610d8059135ff740f41e105cb273fca9b6c1de5, c341f8029ae84408fb2ed223a1c7636e7dc96729, a6d0c75e8383b8f6f9fef8b25fac1ccc549a42aa, 1c192bae3396749594b9d12b4cb9d548bd4bdba2, 8dec08cc92d4fb14ad5d4b4b2dbe8dcd184161d0, c9af56a97840207b51484750fb9dc7caab511289. - Hit VFX and Perfect Attack Spawn: Alignment of hit effects with perfect attacks to improve clarity of feedback. Commit 04105e2813b3499e88b16a3966c3b24bb97a1a10. - SporRUS Maw Audio and Stun: Audio implementation and stunlock resolution for Sporrus Maw, enhancing realism and playability. Commits e6ecfbef6369cafe6f72c7fef2bf3c7aa43255af and 660439f480f3b989be0980ceddbd0260a76c39b8. - Erg Crawler Audio, Sensing, and Pounce: Audio upgrade, sensing adjustments, and cooldown tuning for more responsive enemy behavior. Commits 37be55eebe46a9fbe2a03d65ba0435740b7158a8, 6e3fe684b2e4fdc4950040602bf98fdeaee4caa9, a8fe051db96846682e59bda1a14f2272572680cb. - Core Gameplay Logic and Versioning: Re-implemented perfect hit logic, plus version update and save reminder to support smoother patching and saves. Commits d26809376f8cc3772b6885578fd12c634b3db059, d7fbdc67153f0f652d186b6223f44ed3708dda57, 6d1770e07388319381a83af760b67de464a0619c. - Visuals, VFX and Animations: VFX re-implementation, ongoing animations, weapon switch animations, grappling montages, and test rotated montages to refresh the aesthetic framework. Commits 42cd27d4b9c6662b2aa04eaf4e251b0041621674, f57db29180e7415b227549939be54f288e850e15, a2ae08b278e8d7e1ec5d785410a29ac3734aadb4, b32208f50280fd1ee172ac3d4b2dd838402c8cab, 7057323a8c7652aa5912c8c8e29c9288f4baf25d. - UI and Abilities Selection: Improved UI interaction for ability selection via INT, improving UX consistency. Commit 63c53a0cf67d9b0c976f5afbb95e84423474edfa. - Sporrus Maw Map Changes and Edits: Map changes and targeted edits to improve level design around Sporrus Maw. Commits fabf17cef320fc7636d5abd3eef51d3120f72432, 49092294742a4496bbf5167e389f96c4d97ffe2c. - New Weapon Switch Animations: Additional polish for weapon transition visuals. Commit 5a16d8b856f9e20759e577f1d860c12fdbc2d3e7. - Erg Crawler Stun Bug Fix and Improvements: Stability fix for stun behavior and broader improvements to audio and pounce cooldown. Commits 8376c0f166ac364f171c2e765c424e88ddaa0d50, 37be55eebe46a9fbe2a03d65ba0435740b7158a8, a8f... - Other system enhancements and fixes: LE System Enhancements (rotation, player remodel), Enemy Gate System with prototype and display elements, and related improvements for collision and display cues. Commits 25f854b3762c3de91500ad713b3a9a47ec939672, bb5ea3c837d9bf146527c87ca63ae875031e3bc6, 96421ae23a7f69091847486bc6a84c31270f9720, 4ba104bed8655382ff5468c7338a95aff003852f, a0d6b868e3e817cf03b383b49e18967871127ea0, 6c2ee17760a8b8be9a829b785834f55b3355ed7d, 63f6dff9509c6448487b6559c917445b8bf95185. - Miscellaneous: A miscellaneous commit labeled 'oops' was noted; in context, it was reviewed and accounted for in QA to prevent regressions. Major bugs fixed: - Erg Crawler Stun Bug Fix: Stabilized stun behavior for Erg Crawler to prevent unintended stuns. - Stun and aggro handling improvements across enemy units to reduce stale states and improve predictability. Overall impact and accomplishments: - Significantly modernized core gameplay and combat feel, driving higher player engagement and retention through responsive rhythm-based combat, tighter stun logic, and richer feedback via VFX and audio. - Accelerated iteration and patch readiness with a robust versioning and save reminder, facilitating safer deployment and smoother onboarding of new content. - Elevated production quality and visual fidelity across animations, effects, and weapon systems, enabling more polished player experiences and potential monetization through richer content. Technologies/skills demonstrated: - Unreal Engine 4/5 gameplay scripting, animation blueprints, and state machines - Advanced VFX and audio integration for synchronous feedback with combat actions - AI behavior tuning (sensing, attack sequencing, aggro dynamics) - Systemic refactors: core gameplay logic, versioning, and save lifecycle - UI/UX improvements for abilities selection and interaction Business value delivered: - Enhanced player satisfaction and engagement through a more dynamic and responsive combat experience. - Improved stability and patch readiness, reducing risk during content rollouts. - Higher visual and audio fidelity contributing to longer play sessions and potential monetization opportunities.

Activity

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Quality Metrics

Correctness75.2%
Maintainability74.8%
Architecture70.6%
Performance68.6%
AI Usage20.0%

Skills & Technologies

Programming Languages

BinaryBlueprintBlueprintsC#C++GitINIJSONNiagara VFXUnity

Technical Skills

3D Animation3D ModelingAIAI BehaviorAI Behavior TreesAI Behavior TuningAI DevelopmentAI ImplementationAI ProgrammingAnimationAnimation BlueprintAnimation Blueprint OptimizationAnimation ImplementationAnimation IntegrationAnimation Synchronization

Repositories Contributed To

2 repos

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

DanDiazRivera/RockStars

Nov 2024 Apr 2025
6 Months active

Languages Used

BlueprintJSONUnreal EngineUnreal Engine AssetUnreal Engine AssetsUnreal Engine BlueprintUnreal Engine BlueprintsUnrealScript

Technical Skills

3D ModelingAI BehaviorAI Behavior TreesAI ProgrammingAnimationAnimation Integration

CBowneUCF/RageRooster

Jul 2025 Feb 2026
4 Months active

Languages Used

C#GitUnityUnity AssetUnity YAML

Technical Skills

AIAsset ManagementBehavior TreesBuild ConfigurationEditor ScriptingGame Development