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PROFILE

Selsanat

Leandro Benites developed core gameplay and editor systems for the PFE-Team1/PFETeam1 Unity repository, focusing on player control, animation, and interactive object workflows. He engineered a robust player state machine and clone mechanic, integrated physics-driven painting interactions, and established a sequencer system to accelerate content creation. Using C#, Unity, and CI/CD pipelines, Leandro improved build automation, input management, and UI/UX consistency, addressing over 20 bugs to enhance stability. His work enabled faster iteration for designers and developers, streamlined onboarding, and delivered more immersive, responsive gameplay, reflecting a deep understanding of both runtime systems and editor tooling in Unity.

Overall Statistics

Feature vs Bugs

55%Features

Repository Contributions

88Total
Bugs
21
Commits
88
Features
26
Lines of code
208,393
Activity Months5

Work History

June 2025

24 Commits • 13 Features

Jun 1, 2025

June 2025 (PFE-Team1/PFETeam1) focused on delivering robust editor/runtime features, stabilizing core painting logic, and elevating UX through UI and animation enhancements. The month produced tangible business value: more realistic in-scene interactions, faster authoring workflows, and improved cinematic presentation across the game. Key features delivered: - Physics on painting: added physics interactions for painting objects, enabling more immersive and interactive environments. (commit 1c5e63169d84bf65aa9af9307aa185f1654f7c75) - Sequencer base and debug Action: established a foundational Sequencer with a debug Action to accelerate content creation and validation. (commit 8722055864c5be6dc7047366d5136d9123afb173) - ConditionalFieldPropertyDrawer: new UI element to drive conditional fields, reducing editor complexity and errors. (commit 6369c5d9380409940725bd61b9392561c47fb6a2) - Disable / Enable Inputs Game Action: runtime control over player inputs for cutscenes and scripted moments, improving flow and control. (commit c264d7ffd21507c3509a5a8d9cba848449ad3885) - Letterbox Effect & UIManager integration: cinematic framing and centralized UI management for consistent visuals. (commits 75eb61fcbb5dbd88ecdcaa04cc420956c62e03cc and aa5688997b0c47ca10167a3f6521bdfaad2c2490) - Transform interpolation and footsteps fixes: improved motion fidelity and resolved related issues, enhancing perceived responsiveness. (commit 328d6bc750f205ba45469c637e8bdbf227503bb8) Major bugs fixed: - Big paintings and Painting's parent: corrected hierarchy and behavior for large paintings to ensure correct rendering and parenting relations. (commit 655d10372d2d07e3b486d205a5f22e3a836cf56d) - Footstep integration with Conditional Game Action: resolved integration gaps for footstep actions within conditions, improving consistency. (commit 0192e9ce60c211ab2205a52e662cb012e9f1c55a) - Texture setter on sequencer: fixed texture application to sequencer-driven objects to prevent visual inconsistencies. (commit 0b89aff475a664429e7141ef9100cd39396c62b3) - Painting Orientation Fixes: made big paintings horizontal and corrected Z-axis rotation for flower paintings to align with design intent. (commits 5d61925ee29331e6a23d28c27c173e5befe39ca3 and 5339e99a2fa58d507c7d47e1bb579bcb1184aabc) - UI Tooltip Fixes: eliminated background from UIKeyTooltip and current cursor, and improved tooltip behavior on enter. (commits 7ffe8247075f952ba78784a104da8a66686cb3e8 and 6ee8894f5167604575cc6c5d25902569f2158383) Overall impact and accomplishments: - Increased developer velocity through a solid Sequencer base and debugging tools, enabling faster iteration cycles for new gameplay systems. - Improved player experience with physics-enabled painting, cinematic letterboxing, and more responsive UI actions. - Reduced risk of visual and interaction regressions via targeted fixes in painting handling, sequencing, and UI tooling. Technologies and skills demonstrated: - Physics simulation integration and object interactions - Editor tooling and UI design (ConditionalFieldPropertyDrawer, UI tooltips) - Sequencer architecture, base actions, and debugging workflows - Animation/system integration (animator readiness, animation triggers, and delays) - UI/UX consistency (Letterbox, UIManager, fade transitions) - Runtime actions and game-actions orchestration (Disable/Enable Inputs, SFX/Atlas/Fade actions) - Version control discipline and cross-branch synchronization (Merge Dev into Enzo)

May 2025

29 Commits • 5 Features

May 1, 2025

May 2025 (Month: 2025-05) focused on delivering a more cohesive and responsive animation/painting workflow, improving clone interactions, and tightening UI/UX and stability across input methods. The team shipped core animation and painting system enhancements, refined clone behavior, and implemented essential event handling and audio cues while addressing rendering and input stability. These efforts reduce user friction for artists and designers, accelerate iteration, and strengthen the product’s perceived quality.

April 2025

16 Commits • 5 Features

Apr 1, 2025

April 2025 milestones across the PFETeam1 repo focused on core gameplay enhancements, platform mechanics, and UI workflows to increase player engagement and reduce input friction. Key features shipped include a Clone Mechanic and Character Animation System with a new cloneState in the player state machine and integrated animation controllers; a Shattering Platform mechanic with visual feedback and tweakable parameters; a PlayerEnvironment Movement Profiles system via PlayerProfileSwitcher for context-aware control; a UIManager with a restart button to streamline UI flow; and Jump Buffer with Coyote Time to improve jump responsiveness.

March 2025

18 Commits • 2 Features

Mar 1, 2025

March 2025 — PFETeam1 delivered a comprehensive upgrade to the player control system alongside meaningful CI/CD enhancements, improving gameplay responsiveness and release reliability. The player state machine was overhauled to support Idle, Jump, Falling, and Running with enhanced air control and groundwork for a robust Input Manager. Parallel CI/CD improvements for Windows builds increased automation, versioning accuracy, and visibility into releases. Together, these changes reduce iteration times, improve end-user experience, and provide clearer build telemetry for stakeholders.

February 2025

1 Commits • 1 Features

Feb 1, 2025

February 2025 — PFETeam1: Delivered foundational Unity project bootstrap and 2D URP baseline in PFETeam1/PFETeam1, establishing a reproducible development environment to accelerate future feature work. Key outcomes include a clean project init with graphics, input, physics, and build config, default scene templates, and renderer assets designed for a 2D Universal Render Pipeline setup. No major bugs reported or fixed this month, indicating stable baseline as a platform for upcoming features. This work provides clear business value by reducing onboarding/setup time, enabling faster iteration, and ensuring consistent builds across the team.

Activity

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Quality Metrics

Correctness82.6%
Maintainability81.4%
Architecture75.4%
Performance73.8%
AI Usage20.2%

Skills & Technologies

Programming Languages

C#JSONUnityUnity AssetUnity C#Unity Input SystemUnity PrefabUnity SceneWwiseYAML

Technical Skills

2D Rendering Setup3D AnimationAnimationAnimation HandlingAnimation IntegrationAsset ManagementAudio IntegrationBug FixingBuild AutomationC#C# ScriptingCI/CDCI/CD ConfigurationCharacter ControllerCinemachine

Repositories Contributed To

1 repo

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

PFE-Team1/PFETeam1

Feb 2025 Jun 2025
5 Months active

Languages Used

JSONYAMLC#UnityUnity AssetUnity PrefabUnity Input SystemUnity Scene

Technical Skills

2D Rendering SetupProject ConfigurationUnity EngineBuild AutomationC#C# Scripting

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