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emily-penna

PROFILE

Emily-penna

Emily Penna developed gameplay systems and AI features for the cornelldga/DGA-Team-Project-2024 repository, focusing on cop AI, level design, and onboarding experiences. She engineered robust pathfinding and navigation using Unity and C#, integrating state machines and animation controllers to create responsive, direction-aware AI behaviors. Her work included prefab-driven scene management, procedural spawning, and UI improvements to streamline tutorials and progression. By refactoring code and organizing assets, Emily improved maintainability and iteration speed. She also enhanced player immersion through animation fidelity and interactive minigames, addressing both technical stability and gameplay polish to support scalable development and reliable user experiences.

Overall Statistics

Feature vs Bugs

73%Features

Repository Contributions

77Total
Bugs
8
Commits
77
Features
22
Lines of code
2,066,173
Activity Months7

Work History

May 2025

15 Commits • 4 Features

May 1, 2025

May 2025 performance summary for cornelldga/DGA-Team-Project-2024: Delivered onboarding and progression enhancements, stabilized core gameplay, and prepared assets for upcoming releases. Streamlined the tutorial experience by cleaning up the UI (removing the timer and text box) and hiding non-essential elements, added an interactive cooking minigame, and introduced Syracuse tutorial messages. Implemented Level 1 and Level 2 with explicit level ordering to enable structured progression. Resolved key stability issues across movement, saving, textures, and tilesets to reduce post-release risk. Overall impact: faster onboarding, clearer player guidance, improved engagement, and a stronger foundation for future content.

April 2025

14 Commits • 2 Features

Apr 1, 2025

April 2025 performance summary for the DGA-Team-Project-2024. Delivered two major feature sets focused on gameplay polish, animation fidelity, level design, and onboarding readiness. Cop Animation System Enhancements consolidated cop/vehicle animations for speed, exclamation, rev, and bounce; cleaned up and reorganized the animation tree; strengthened animator/controller integration. Emily Level Development and Tutorial Polish established the Emily-level environments (including Emily-level-2), expanded the tutorial level, and implemented extensive tilemap tweaks, scene/prefab updates, and tutorial spawning logic. Also addressed stability and consistency by removing redundant/hidden assets and solving spawn-related edge cases. Impact: sharper player experience through smoother, more responsive animations; richer, more navigable tutorial onboarding; more reliable level progression and spawning logic; reduced maintenance burden via consolidated animation trees and cleaned level geometry.

March 2025

10 Commits • 3 Features

Mar 1, 2025

March 2025 (2025-03) monthly summary for cornelldga/DGA-Team-Project-2024. Focused delivery across three main feature areas in Emily Level iterations and Baby Circuit, with targeted fixes to improve reliability, realism, and usability. Key outcomes include prefab-standardized customer flow, expanded pedestrian system for richer world population, and thorough level design cleanup to stabilize scene state and assets. The work enabled faster iteration cycles, stronger QA readiness, and a more convincing player experience in the Emily ecosystem.

February 2025

10 Commits • 4 Features

Feb 1, 2025

February 2025 monthly summary for cornelldga/DGA-Team-Project-2024. Delivered major AI enhancements and project hygiene improvements that boost realism, stability, and iteration speed while aligning visuals and level data with the game's design goals. The work focused on robust Cop AI behavior, streamlined tuning, reliable pathfinding, and organized test assets to accelerate future development.

January 2025

1 Commits • 1 Features

Jan 1, 2025

Month: 2025-01. Focused on delivering a high-impact feature to improve cop AI realism and user immersion in the cornelldga/DGA-Team-Project-2024 repository. Implemented Cop AI Directional Animation System enabling directional sprites based on movement, refactored cop movement speed for smoother pacing, and added a script to drive animation states from rotation angles to improve responsiveness. The primary commit 88d52e9f6a44a5e84ac1d5b982bf2b3a4c0e3004 added animation controller support to the cop model. No major bugs fixed this month as per the tracked changes. Business value: more polished gameplay feel, reduced visual incongruities, and improved developer velocity for animation-related tasks. Technologies/skills: animation controller patterns, state machine design, rotation-angle based state management, and movement speed refactor." ,

November 2024

24 Commits • 7 Features

Nov 1, 2024

November 2024 highlights: Delivered substantive Cop AI/navigation enhancements, visuals, debugging, and maintenance for cornelldga/DGA-Team-Project-2024. Key outcomes include robust cop AI with ram attack, expanded testbed deployment for navigation and stress testing, and improved rendering with camera-facing sprites and shadow components. Fixed critical stability bugs that improve reliability: pathing bounds enforcement, testbed scene references, and cleanup of obsolete assets. Implemented per-instance debugging and tunable cop movement parameters to strengthen diagnostics and tuning workflows. Enabled broader prefab maintenance and interface support (ICrashable) to improve maintainability and crash-related behaviors. Overall impact: faster iteration cycles, more realistic enemy behavior, and scalable testing for AI features and gameplay tuning. Technologies/skills demonstrated: Unity/C#, AI/navigation, sprite rendering and billboarding, shadow components, per-instance debugging, prefab systems, and interface design.

October 2024

3 Commits • 1 Features

Oct 1, 2024

Monthly work summary for 2024-10 focusing on delivering robust pathfinding improvements and testbed enhancements for cornelldga/DGA-Team-Project-2024. Implemented TileType enum for navigation costs, added map boundary barriers to prevent AI from leaving the map, added barriers to the CopPathfinding_Testbed scene, refactored CopModel to use GameManager targeting, propagated CopModel/Map prefab updates across the project, and refined debug display settings for improved debugging and usability. Key commits include: 889d87b8e486a830b30a644d3be644a2d4a05c57 (add enum TileType; map barrier), 841dcdbb4758a5b2d048010df9216e19c681b222 (barrier added; CopModel updated to use GameManager), 16b8ef5de3f74885ccde57e0b7801ac0ea5731f5 (propagate CopModel and Map Prefabs).

Activity

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Quality Metrics

Correctness82.0%
Maintainability81.6%
Architecture77.6%
Performance73.8%
AI Usage21.0%

Skills & Technologies

Programming Languages

C#UnityUnity AssetUnity PrefabUnity SceneUnity Scene DataYAML

Technical Skills

2D Rendering3D Math3D Modeling3D to 2D Sprite IntegrationAIAI BehaviorAI NavigationAI PathfindingAI ProgrammingAnimationAsset ManagementBug FixingC#C# ScriptingCode Refactoring

Repositories Contributed To

1 repo

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

cornelldga/DGA-Team-Project-2024

Oct 2024 May 2025
7 Months active

Languages Used

C#UnityUnity PrefabUnity Scene DataYAMLUnity SceneUnity Asset

Technical Skills

AI NavigationAI PathfindingC#Game DevelopmentPrefab ManagementRefactoring

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