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jeiden

PROFILE

Jeiden

Jayden Phan developed and expanded core gameplay systems for the UQcsse3200/2025-studio-1 repository, focusing on weapon and power-up mechanics over a three-month period. He engineered data-driven pistol and rifle systems with configurable assets and behaviors, integrating them into the game’s component-based architecture using Java and XML. Jayden also designed and implemented a robust power-up framework, adding features like rapid fire and unlimited ammo, and ensured reliable spawning across multiple levels. His work included comprehensive unit testing and refactoring, which improved code maintainability and gameplay reliability. This approach deepened player engagement and established a scalable foundation for future game features.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

17Total
Bugs
0
Commits
17
Features
5
Lines of code
1,307
Activity Months3

Work History

October 2025

7 Commits • 1 Features

Oct 1, 2025

October 2025 performance summary: Implemented a major expansion of the Power-Up system in UQcsse3200/2025-studio-1, delivering richer gameplay mechanics and robust spawning across levels. Added unit tests and asset integration, fixed critical spawning and effect application bugs, and extended power-up coverage across multiple rooms. This work enhances player engagement, balance, and reliability while showcasing strong engineering discipline in testing and asset management.

September 2025

7 Commits • 3 Features

Sep 1, 2025

September 2025 – UQcsse3200/2025-studio-1: Delivered core gameplay features, stabilized projectile behavior, and strengthened quality through automated tests. Key features include Rifle Weapon System (spawn, config, asset integration and equip in ForestGameArea), Rapid Fire Power-Up System (factory, lifecycle management, and disposal), and Projectile Physics Tests Suite for comprehensive unit testing of PhysicsProjectileComponent. Major bug fixes include resolving rifle image recognition during spawn and correcting rapid-fire power-up duration edge-cases. Impact: enhanced gameplay depth and player engagement, improved reliability of combat systems, and reduced risk through automated testing and refactoring. Technologies/skills demonstrated: asset management, factory and component-based architecture, power-up design patterns, unit testing and test-driven development, code refactoring for maintainability, and end-to-end feature integration into the game loop.

August 2025

3 Commits • 1 Features

Aug 1, 2025

Month 2025-08 Summary: Delivered an end-to-end pistol weapon system for UQcsse3200/2025-studio-1, establishing a data-driven weapon configuration and seamless asset integration. The work included a new data model (PistolConfig), visuals (pistol.png), and core combat behavior (spawn/equip, left-click attack) with configurable held-item offsets. Updated the ItemHoldComponent to align with the new offsets and ensure consistent holding behavior. No major bugs fixed this month; the focus was feature delivery and groundwork for future balance. Overall impact includes a scalable weapon framework that accelerates future weapon additions and improves gameplay fidelity. Technologies and skills demonstrated include data modeling, asset management, component-based architecture, input-driven combat mechanics, and disciplined version-controlled delivery with clear commit history.

Activity

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Quality Metrics

Correctness84.6%
Maintainability83.6%
Architecture77.6%
Performance75.2%
AI Usage20.0%

Skills & Technologies

Programming Languages

JavaN/AXML

Technical Skills

Asset ManagementBug FixingComponent-Based ArchitectureConfiguration ManagementEntity Component SystemGame DevelopmentGame MechanicsJavaObject-Oriented ProgrammingPhysics EngineRefactoringUnit Testing

Repositories Contributed To

1 repo

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

UQcsse3200/2025-studio-1

Aug 2025 Oct 2025
3 Months active

Languages Used

JavaXMLN/A

Technical Skills

Component-Based ArchitectureConfiguration ManagementGame DevelopmentObject-Oriented ProgrammingBug FixingEntity Component System

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