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Kyle Amburgey

PROFILE

Kyle Amburgey

Kyle Amburgey contributed to the Soncub/TravelerLost repository by building and refining 3D environments, focusing on terrain workflows, environmental expansion, and gameplay integration. He developed and integrated assets such as cliffs, trees, rocks, and crystals, using Unity and C# to enhance visual fidelity and performance. Kyle implemented shader systems with Shader Graph and ShaderLab, enabling richer effects and streamlined authoring. His work included optimizing Level of Detail for foliage, improving terrain painting workflows, and addressing scene management challenges. Through iterative blockouts, asset management, and targeted bug fixes, Kyle delivered cohesive, performant levels that support faster iteration and a more immersive player experience.

Overall Statistics

Feature vs Bugs

89%Features

Repository Contributions

54Total
Bugs
2
Commits
54
Features
17
Lines of code
203,412
Activity Months3

Work History

February 2025

23 Commits • 9 Features

Feb 1, 2025

February 2025 (Month: 2025-02) — Delivered substantial Level 3 gameplay and visuals improvements for Soncub/TravelerLost, including terrain, barrier, and charge crystal systems, plus Level 3 design work, shader enhancements, and Level 1 groundwork. Implemented asset expansions (beta crystals, crystal models, blockout/layout updates), and performance-oriented tweaks (grass rendering). Fixed critical Level 3 stability issues to ensure a smooth end-to-end experience.

January 2025

14 Commits • 4 Features

Jan 1, 2025

January 2025 - Soncub/TravelerLost. Focused on Level 4 readiness, Level 3 refinements, shader tooling, and rendering performance. What was delivered: - Level 4 Blockout and expansion groundwork: terrain layers, new environment objects with colliders/renderers, and initial scene configurations; multiple blockout passes culminating in final blockout. - Altar Platform alignment bug fix: corrected prefab alignment and asset settings for Level 3 integration. - Shader Graph Editor plugin: enables faster shader authoring and richer visual effects. - Level 3 area refinements: layout updates, asset repositioning, lighting tweaks, and collider adjustments for improved flow. - Graphics optimization: Tree LOD and cross-fade for smoother visuals and better performance. Impact: - Accelerated Level 4 readiness and reduced rework risk. - Improved gameplay flow in Level 3 and higher visual fidelity. - Enhanced shader workflow and rendering performance. Technologies/skills: - Unity, terrain layering, colliders/renderers, prefab alignment, Shader Graph, LOD, cross-fade, performance tuning.

November 2024

17 Commits • 4 Features

Nov 1, 2024

November 2024 monthly summary for Soncub/TravelerLost focusing on visual fidelity, terrain workflow, and environmental expansion. Delivered a cohesive set of visuals upgrades and terrain tooling updates that improve realism, performance, and content depth, enabling faster iteration and richer player exploration.

Activity

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Quality Metrics

Correctness82.0%
Maintainability82.0%
Architecture79.0%
Performance74.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#FBXJSONShaderLabUnityUnity AssetUnity PrefabUnity SceneUnity Scene DataUnity Scene Description

Technical Skills

3D Modeling3D RenderingAsset CreationAsset IntegrationAsset ManagementAsset ModificationC#Environment ArtGame DevelopmentLevel DesignMaterial ConfigurationMaterial CreationMaterial SetupObject PlacementPBR Shading

Repositories Contributed To

1 repo

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

Soncub/TravelerLost

Nov 2024 Feb 2025
3 Months active

Languages Used

C#UnityUnity AssetUnity ShaderLabUnity YAMLYAMLUnity SceneUnity Scene Data

Technical Skills

3D ModelingAsset CreationAsset IntegrationAsset ManagementEnvironment ArtGame Development

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