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Hikanyan

PROFILE

Hikanyan

Overall Statistics

Feature vs Bugs

71%Features

Repository Contributions

88Total
Bugs
14
Commits
88
Features
35
Lines of code
174,205
Activity Months7

Work History

February 2026

2 Commits • 1 Features

Feb 1, 2026

February 2026 — RyuichiroYoshida/September: Delivered URP-based Rendering Enhancements to improve visual fidelity and render organization. Implemented URP-based outline rendering and adjusted object layer settings. These changes were delivered via two commits: f0f95b0e4baec73ccdcfec30fb0f81d9e9a65021 (URPの機能を使用したOutlineの作成) and 0b0024a14a038e8abfdcee2666ceb6b71e526046 (レイヤーの設定).

September 2025

33 Commits • 12 Features

Sep 1, 2025

September 2025 performance summary for RyuichiroYoshida/September. Focused on elevating rendering fidelity, UX, and workflow reliability to deliver business value through richer visuals, faster iteration, and more robust gameplay onboarding. Key deliverables span shader/rendering pipeline enhancements, URP decal improvements, UI motion and ScriptableObject-driven descriptions, and a strengthened lighting bake workflow. Additional work included initialization routines and code cleanup, texture improvements, controller support, post-processing enablement, and new visual assets to boost branding and user immersion. Critical stability fixes (e.g., white coat disappearance, arrow rendering, and broken references) were resolved to reduce defects and maintenance overhead.

August 2025

3 Commits • 1 Features

Aug 1, 2025

August 2025 monthly summary for the RyuichiroYoshida/September repo, focusing on delivering performance-enabled rendering improvements and reliable scene activation. Key work included a multi-scene occlusion culling enhancement, integration of occlusion data structures, and a targeted camera activation fix in the Field scene with naming clarity improvements. Overall, the work tightened performance for multi-scene rendering, reduced runtime camera errors, and improved maintainability of scene-related components. Technologies used include Unity scene management, occlusion culling, C# scripting, and project hygiene practices across multi-scene workflows.

July 2025

2 Commits • 2 Features

Jul 1, 2025

July 2025 performance-focused delivery for RyuichiroYoshida/September. Implemented targeted rendering optimizations and a new mask-based transparency shader, delivering improvements in frame-time stability and visual fidelity. All changes are tied to explicit commits for traceability and QA readiness.

February 2025

4 Commits • 2 Features

Feb 1, 2025

February 2025 monthly summary for VGA-Team2024/TeamE. Focused on stabilizing timeline playback, improving readability, and enhancing animation sequencing. Delivered three coordinated updates across timeline playback, text rendering, and animation pacing. The work improves reliability, storytelling pacing, and developer maintainability, reducing QA cycles and enabling faster timelines deployment.

January 2025

3 Commits • 1 Features

Jan 1, 2025

January 2025 (2025-01) – VGA-Team2024/TeamE: Delivered a major UI overhaul for the main menu and options, introducing an accessible options screen with audio and keybindings, updating the MV-pattern components (OptionModel/OptionPresenter), and refining the Title screen. Implemented new main menu actions (Start, Option, Exit) with clear labels and improved navigation. Renamed Title1.unity to Title.unity and updated the Title screen UI to enhance usability and flow. Consolidated UI improvements across commits to improve consistency and maintainability. No explicit bug fixes logged this month; primary focus on feature delivery and UI polish with clear business value gaining on-boarding experience and user control over settings.

December 2024

41 Commits • 16 Features

Dec 1, 2024

December 2024 highlights for VGA-Team2024/TeamE: Delivered core UI surfaces, data handling, and runtime features; stabilized assets and project structure; and established MVP foundations for key gameplay systems. This work enhances user experience, runtime stability, and data integrity, enabling a smoother upcoming release and easier future feature integration. Key features delivered: - Cri Control Panel integration across multiple commits (UI surfaced in ef4802fecf2c7b373bf47c696d1ec558b7a17a49; 73101d9069f0c3ef92f3a876e3fe987b6444cb8f) - Cri Audio Data assets added to the project (CRIの音源データ) with commits 7911edcde49ba4966d6547d44f56b5c18780a66c and dcd2fe2f63a2f51af4da7437ab93f9d0d10095dc - Auto-generated Playback List: runtime playable list generation (自動生成されたコード 再生されるlistが生成されている) via 50f899b635a794ce8a2f9790f44c921459f2be59 - UI and MVP foundations: Option Scene/Volume control panel (3e9c00f6a3eff760626e475e0102fd81a324397a) and Option UI MVP (9bef588b4f661036ee639fa8dec7bccca96c630c) - Master asset and in-game state management: Master addition (64ab65cf07dbd816bdf6b8ab3c6d0ad3e6f18122) and In-Game State Management (4dacf51e0726bf3a4959b83485dd8604162361d7) - Timeline enhancements and event system groundwork: Timeline core system enhancements with OP2/OP3 support (TimelineのScene, TimeLine, CriData, Update commits) and related OP commits (9baaceea3ce6aea74332cbde63e7d7d37835ca55; 6c7b7d88ec19b4e8ccbcfd5884a9b5f4c0644a34; 620256214bebc88449d94c0c388f4c588be8315c; 7fb13ec73d1feb5af41eed0d6c58c91274cc0162; 79e627f10669b4a3e988f50eb148147d8a8834fc) - UI groundwork for title screen and MVP unification: Title Screen MVP (c3d5c4464d0b50768f465d351d5b26811b67b860; 93d0a2f6f119142d28a39d0533a0b55d3765f730; 3e9c7e87f4352bf3ead4e23913c0501ef89d1a3a) and Options MVP integration (e8bf26e135881236e0604a844ab901279074df0e; 52b65406eac472369d3e24e66a210cd0c8eae869) - Data handling and CRI data updates: Data updates and CRI Data Updates to align data structures and formats (データの更新; 更新したCRIのデータに対応; CRIデータの更新; 更新したCRIのデータに対応) Major bugs fixed: - Meta file commit fix: ensure meta files are properly committed (metaファイルコミットし忘れ) - Folder name corrections: align folder structure and remove path inconsistencies (フォルダー名の修正) - SoundType and TextMeshPro fixes: fix SoundType enum/class and TextMeshPro usage (SoundTypeの修正; TextMeshProに修正) - Runtime stability: fix duplicate key warning on second play and miscellaneous no-message commits (2度目の再生時にDuplicate key detectedの警告; no message commits) - Error source removal: eliminate error-triggering code (エラーが出てる部分を削除) - Misc cleanup: handling of commits with no message and miscellaneous changes (no message; 一旦変更が適応されるようになった) Overall impact and accomplishments: - Stability: improved build reliability and asset integrity through concrete fixes and structured MVP/UI groundwork. - Usability: runtime playback now reliably generated; options/title/UI MVPs enable smoother early user experiences and faster iteration cycles. - Maintainability: data model updates and timeline core improvements set a solid foundation for future feature work and faster on-boarding for new contributors. Technologies and skills demonstrated: - Unity-based UI/UX development, MVP patterns, and scene orchestration - Data modeling and runtime data flow with CRI data integration - Timeline and event system design and extension (OP2/OP3) - Version control hygiene and commit discipline

Activity

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Quality Metrics

Correctness84.8%
Maintainability84.4%
Architecture80.4%
Performance76.4%
AI Usage21.2%

Skills & Technologies

Programming Languages

BinaryC#HLSLJSONShaderLabUnityUnity AssetUnity Asset MetaUnity C#Unity Meta

Technical Skills

3D Graphics3D Rendering3D modelingAnimationAsset ManagementAsset PlacementAudio IntegrationAudio ManagementBug FixingC#C# ScriptingCinemachineCinematographyCode CleanupCode Generation

Repositories Contributed To

2 repos

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

VGA-Team2024/TeamE

Dec 2024 Feb 2025
3 Months active

Languages Used

BinaryC#UnityUnity Asset MetaUnity MetaUnity SceneUnityScriptYAML

Technical Skills

AnimationAsset ManagementAsset PlacementAudio IntegrationAudio ManagementC#

RyuichiroYoshida/September

Jul 2025 Feb 2026
4 Months active

Languages Used

HLSLShaderLabUnity Scene DataC#UnityUnity SceneJSONUnity Asset

Technical Skills

Game DevelopmentGraphics ProgrammingPerformance OptimizationUnity EngineUnity Shader Development3D Graphics

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