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Gavin Arechiga

PROFILE

Gavin Arechiga

Gavin Arechiga developed core gameplay, animation, and visual systems for the Monster-Mash repository, focusing on scalable asset pipelines and responsive player experiences. He engineered features such as modular combat mechanics, boss AI groundwork, and data-driven animation controllers, integrating C# scripting with Unity’s engine and ShaderLab for visual fidelity. His work included expanding monster customization through rigged asset packs, refining stage environments, and implementing layered UI systems for health and feedback. By emphasizing maintainable code, asset traceability, and iterative QA, Gavin enabled rapid feature delivery and robust testing, resulting in a flexible foundation for ongoing content expansion and gameplay polish.

Overall Statistics

Feature vs Bugs

85%Features

Repository Contributions

60Total
Bugs
5
Commits
60
Features
28
Lines of code
12,162,017
Activity Months12

Work History

October 2025

5 Commits • 3 Features

Oct 1, 2025

For 2025-10, delivered three core feature streams in GavinArechiga/Monster-Mash focused on stage visuals, monster customization, and UI enhancements. No major bugs documented this month; emphasis on delivering polished gameplay polish, expanded customization capabilities, and a scalable health UI layer with testing across UI versions. Impact: improved player experience through richer visuals and interactivity, deeper customization options, and a robust, testable Health UI that supports branding and personalization. Technical achievements include animation system refinements, new animation curves, object hierarchy refinements, and layered UI design validated through targeted tests.

September 2025

3 Commits • 1 Features

Sep 1, 2025

During Sep 2025, delivered a major asset expansion for GavinArechiga/Monster-Mash, introducing a broad set of new monster parts and rigged assets to enhance customization options. Key deliverables include Leg 10, Leg 11, Leg 31, Arm 8, Tail 8, and Horn 6, accompanied by new textures, materials, and metadata. The work also included minor UI material offset adjustments and documented notes for future model fixes (Leg 31 and Tail 11). Commit traceability is preserved via three commits: a74af57504784122d8aef898ed604d9e058761f8 (Added Leg 10), 991b9d5ca3ddf1115fcf8bbe654314eeb569f69d (Monster Part Pack), and f3d12afb8a52bd873b174971565b0502ca06b7c4 (Monster Part Pack 9-26-25). The changes were designed to integrate with existing assets and pipelines with minimal regressions and lay groundwork for ongoing content expansion and monetization opportunities.

August 2025

3 Commits • 3 Features

Aug 1, 2025

August 2025 – Three high-impact features delivered for GavinArechiga/Monster-Mash, advancing visuals, animation, and player feedback. Beasts’ Stage B visuals received a polish with updated stadium lights animation and improved stage material properties, elevating visual fidelity and immersion. A data-driven Monster Truck Show animation system was introduced for Beastdome Stage, enabling precise rotation and timing keyframes to drive richer visual behaviors with a streamlined workflow. The Destructo Ball received enhanced visual effects and animation controllers, adding sparks and dirt during movement and impacts to boost player feedback and readability of actions. No major bugs are listed for this period; the focus was on delivering high-value features and stabilizing the animation/VFX pipelines for upcoming content. Technologies demonstrated include graphics polish, data-driven animation, animation control scripting, and visual effects integration, underscoring the team's ability to deliver high-fidelity features with measurable impact.

July 2025

8 Commits • 3 Features

Jul 1, 2025

July 2025 monthly summary for GavinArechiga/Monster-Mash focusing on delivering polished gameplay features, stabilizing builds, and elevating visual fidelity. Highlights include major character animation enhancements, world visuals polish, and stage redesigns that align with monetization and player engagement goals, alongside stability improvements.

June 2025

9 Commits • 2 Features

Jun 1, 2025

June 2025: Focused on elevating stage fidelity, expanding cinematic storytelling, and laying the groundwork for future AI boss encounters. Implemented Greenhouse Stage A enhancements with new animation controllers, improved idle animations for characters/creatures, stage cinematics, lighting/material updates, and new interactive effects. Built foundational AI boss groundwork for Itsie Bessie through timing and keyframe adjustments to enable future combat sequences. In addition, Stage B revisions and VFX/material tests accelerated visual validation and consistency across environments. These efforts enhance player immersion, art-direction consistency, and provide a scalable animation/VFX pipeline for upcoming features.

May 2025

6 Commits • 3 Features

May 1, 2025

Concise monthly summary for May 2025 for GavinArechiga/Monster-Mash focusing on business value and technical achievements. Delivered core animation and rig improvements, expanded asset bundles, and targeted bug fixes that improve gameplay fidelity, stability, and visuals. These changes enable smoother combat interactions, quicker iteration on assets, and a richer player experience.

April 2025

4 Commits • 2 Features

Apr 1, 2025

April 2025 monthly summary for GavinArechiga/Monster-Mash: Delivered foundational work for an upcoming boss encounter and improved animation responsiveness, while stabilizing monster-part prefab wiring. These efforts position the project for iterative gameplay loops and quicker feature integration.

March 2025

11 Commits • 5 Features

Mar 1, 2025

March 2025 monthly summary for GavinArechiga/Monster-Mash: Focused on expanding animation assets, refining visuals, and strengthening QA through test environments. Key deliveries include Monster Arm and Torso Animation Assets (Arm 5, Arm 11/12) with Eye 3 idle animation support; Wings and Feathers animation refinements; Stage Environment and Animations across Beastdome and Greenhouse (Cage Open, Grounded Platform, and related assets); Visual Fidelity Enhancements including particles, materials, and prefab configurations plus VFX/Audio integration; and Test Environment Updates to support QA for upcoming features. Impact includes richer combat visuals, greater customization, improved player immersion, and accelerated QA cycles. Demonstrated skills in animation data pipelines, asset integration, VFX/audio synchronization, and cross-team collaboration.

February 2025

4 Commits • 2 Features

Feb 1, 2025

February 2025 monthly summary for GavinArechiga/Monster-Mash focused on expanding the hub experience and elevating visuals, with targeted QA improvements to support future gameplay features. Deliveries include a major hub/world progression overhaul and enhanced Beastdome visuals, underpinned by concrete commit work and asset pipelines.

January 2025

2 Commits • 1 Features

Jan 1, 2025

January 2025 monthly summary for GavinArechiga/Monster-Mash. Focused on delivering a more responsive combat experience and richer visual feedback, while laying the foundation for future attack types and balancing workflows. Key deliverables included a refined Enhanced Combat System with improved animations and updated particle effects for monster attacks and environmental interactions, supported by two commits: 'Player Combat Update 1' (3d5c3c75680a347e195966c05822b2a7a771b3ce) and 'Redux Monster Part calculations and Release' (8bafcf46c74383e000e189ed2b69dfd56b5037f0). In addition, a Redux-based refactor of monster part calculations was prepared for release, enabling more consistent tuning and faster patch cycles. This work boosts player engagement, establishes scalable combat mechanics, and demonstrates proficiency in animation polish, visual effects, data modeling, and incremental refactoring, all aligned to clear business value: faster patch readiness, improved player retention, and stronger in-game feedback loops.

December 2024

3 Commits • 2 Features

Dec 1, 2024

December 2024 – Monster-Mash (GavinArechiga/Monster-Mash). Key features delivered: Wall Grab Mechanic and Enhanced Locomotion (wall cling, visuals, landing effects) with related locomotion fixes (joystick input, rolling, jumping); Teleportation Mechanic and Teleport Visuals (new teleport visuals, adjusted roll duration/recharge, refactored visual flip logic). Major bug fix: Player Controller Reliability addressing object phasing, landing detection, and wall interaction reliability. Impact: tighter, more responsive movement and an additional mobility option, leading to improved player experience, reduced edge-case bugs, and faster iteration for future features. Technologies/skills demonstrated: input handling hardening, movement systems integration, animation/visual syncing, and targeted code refactors to support new mechanics.

November 2024

2 Commits • 1 Features

Nov 1, 2024

November 2024 monthly summary for GavinArechiga/Monster-Mash: Delivered targeted Unity visuals polish and resolved UI stability issues to improve player immersion, consistency across scenes, and QA reliability. Key deliverables include: 1) Unity Visuals Polish: Particle Systems and Object Property Tuning delivering uniform visuals across scenes (commit 3bf1ee6e5e844b662cb2d86c996f3f71254d5545). 2) Emote Testing UI Stability Fix stabilizing the emote UI by updating references and targets (commit 9bb777b20cac60f63a93dc22c9b971c8d1ea7325). 3) These changes contribute to enhanced user experience, shorter iteration cycles, and demonstrated proficiency with Unity, UI debugging, and Git traceability.

Activity

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Quality Metrics

Correctness80.8%
Maintainability80.4%
Architecture79.4%
Performance74.0%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#FBXPNGShaderLabUnityUnity AssetUnity Asset FilesUnity PrefabUnity YAML

Technical Skills

3D Animation3D Art3D Asset Integration3D ModelingAI ImplementationAnimationArt IntegrationAsset IntegrationAsset ManagementBoss AIC#Character AnimationCharacter ControllerCombat SystemsDebugging

Repositories Contributed To

1 repo

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

GavinArechiga/Monster-Mash

Nov 2024 Oct 2025
12 Months active

Languages Used

C#UnityUnity Asset FilesUnity AssetUnity PrefabShaderLabFBXPNG

Technical Skills

3D ModelingGame DevelopmentParticle System DesignUI DevelopmentUnityUnity Engine

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