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evertandersson

PROFILE

Evertandersson

Evert Andersson developed core gameplay systems and performance optimizations for the DegreeProjectREAL repository over three months, focusing on scalable architecture and robust mechanics. He implemented features such as a grappling hook, climbing, and a modular upgrade system, integrating them with Unreal Engine’s Gameplay Ability System using C++ and Blueprints. Evert refactored enemy AI, improved animation pipelines, and introduced object pooling to enhance stability and efficiency. His work included UI/UX enhancements, map and navigation mesh fixes, and systematic bug resolution, resulting in smoother player controls and maintainable code. The depth of his engineering established a strong foundation for future content and iteration.

Overall Statistics

Feature vs Bugs

58%Features

Repository Contributions

239Total
Bugs
53
Commits
239
Features
74
Lines of code
7,692
Activity Months3

Your Network

8 people

Work History

May 2025

30 Commits • 8 Features

May 1, 2025

May 2025 performance summary for evertandersson/DegreeProjectREAL: Delivered a set of targeted gameplay refinements, UI improvements, and stability enhancements that advance playability and maintainability. The work focused on stabilizing core mechanics, delivering user-facing UI updates, and strengthening the foundation for future content with scalable patterns and robust testing. Key features delivered: - Jump Mechanics and Physics Enhancements: improvements to jump attack downforce and enemy jumping behavior, plus related collision/interaction refinements. - User Interface Updates and Visuals: new UI elements, texture updates, crosshair tweaks, healed icon visuals, and upgrade-screen reliability improvements. - Re-added Content and Enemy Systems: re-added previously removed features, added melee enemy jump/fall animations, enemy markers, and a redesigned enemy spawner and object pooling for performance. Major bugs fixed: - Jump and Movement Bug Fixes: fixes preventing jumping during attacks, downforce issues, and related edge-cases across multiple commits, reducing gameplay frustration. - Animation and Enemy Behavior Bug Fixes: corrected animation notify handling for ranged enemies, improving timing and visuals. - NavMesh and Map Stability Fixes: stabilization of AI navigation on both the main and tutorial maps to prevent enemies getting stuck and to improve map reliability. Overall impact and accomplishments: - Significantly improved playability and consistency of core controls, leading to smoother gameplay sessions and fewer support tickets related to movement bugs. - Enhanced player experience with clearer healing indicators and more polished UI, driving better onboarding and in-game decisions. - A more scalable codebase via interface refactor, object pooling redesign, and robust AI/navigation improvements, enabling faster iteration on future features. Technologies/skills demonstrated: - Gameplay programming and physics tuning (jump/downforce, attack interactions) - Animation system integration and event handling (anim notifies, melee/ranged behavior) - UI/UX design and integration (textures, icons, crosshair, upgrade flow) - AI/navigation stability (NavMesh, pathfinding reliability) - System architecture improvements (interface refactor, object pooling, content reintroduction)

April 2025

85 Commits • 29 Features

Apr 1, 2025

April 2025 — DegreeProjectREAL: Delivered core mobility and combat system enhancements, reinforced stability, and established a maintainable foundation for future iterations. Key work spanned climbing and grappling improvements, system refactors, enemy/world optimization, and UI/assets updates, directly enabling richer gameplay, reduced bug rework, and improved performance.

March 2025

124 Commits • 37 Features

Mar 1, 2025

Month: March 2025 — The DegreeProjectREAL repository delivered a strong foundation for ongoing development, expanded core gameplay, and performance improvements. Key features delivered include Baseline Core Setup and Initialization, Knight Movement and Animation System (knight with movement inputs including roll and initial animations), Grappling Hook System (core functionality with aiming, crosshair UI, and related visuals), Over-the-Shoulder aiming, and initial gameplay affordances such as push mechanics and attack animations. The Gameplay Ability System (GAS) was integrated, enabling scalable ability logic and future power-ups, complemented by Upgrade System scaffolding (logic, GUI, icons, and upgrade widgets) and upgrade visuals. Map-related work included a new main map, game managers on the map, and significant performance-focused changes such as object pooling and main level optimization. Additional polish included crosshair tweaks, asset updates, and character/asset refreshes to support ongoing development. Major bugs were addressed across input handling, dodge-healing interactions, grappling hook targeting/rotation/landing, dash and velocity edge cases, and numerous state machine and animation stability fixes, including revert/merge cleanup to stabilize history. Overall impact: improved gameplay fidelity, stability, and performance, enabling faster delivery of features and safer experimentation. Technologies and skills demonstrated: Unreal Engine (character movement, animation blueprints, grappling mechanics), Gameplay Ability System integration, UI development for crosshair and upgrade cards, asset management, codebase hygiene (merge/reverts), and performance optimization via object pooling and level design adjustments.

Activity

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Quality Metrics

Correctness74.2%
Maintainability73.6%
Architecture69.8%
Performance68.6%
AI Usage20.6%

Skills & Technologies

Programming Languages

BinaryBlueprintC++HeaderINIJSONUPROPERTYUnreal EngineUnreal Engine AssetUnreal Engine Assets

Technical Skills

3D Animation3D Asset Integration3D ModelingAI BehaviorAI DevelopmentAI ImplementationAI ProgrammingAbility SystemActor ComponentsActor PoolingAnimationAnimation BlueprintAnimation DevelopmentAnimation IntegrationAsset Integration

Repositories Contributed To

1 repo

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

evertandersson/DegreeProjectREAL

Mar 2025 May 2025
3 Months active

Languages Used

BinaryBlueprintC++INIJSONUPROPERTYUnreal EngineUnreal Engine Asset

Technical Skills

3D Asset Integration3D ModelingAI DevelopmentAI ProgrammingActor PoolingAnimation

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