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Mira

PROFILE

Mira

Mira MacLennan developed core gameplay and UI systems for the gmuGADIG/FetchQuest and gmuGADIG/bake-me-crazy repositories, focusing on animation, inventory management, and responsive user interfaces. She implemented features such as automated environmental timers and refined animation timing in GDScript, while architecting a modular, data-driven inventory system with per-instance storage and UI integration. Her work included building a phone-based UI framework, crafting foundational screen management and crafting systems, and addressing inventory display bugs to improve reliability. Throughout, she demonstrated disciplined version control, iterative refactoring, and a strong grasp of Godot Engine, animation, and resource management principles.

Overall Statistics

Feature vs Bugs

88%Features

Repository Contributions

16Total
Bugs
1
Commits
16
Features
7
Lines of code
770
Activity Months5

Work History

May 2025

1 Commits

May 1, 2025

May 2025: Delivered critical inventory and item display reliability improvements for bake-me-crazy, with refactored item instance setup and UI instantiation flow. Added Cake_Chocolate to the save template to support testing and an initial game state. Resolved UI data binding robustness to reduce broken renders. Demonstrated end-to-end quality improvements and maintainability via targeted refactors.

April 2025

8 Commits • 2 Features

Apr 1, 2025

April 2025 — Bake-Me-Crazy (gmuGADIG/bake-me-crazy) Overview: Delivered foundational UI scaffolding and systems for the phone-based gameplay, establishing a stable platform for future navigation, inventory, and crafting features. Implemented two core features and applied targeted fixes to improve reliability and maintainability. Key features delivered: - Phone Screen Management System: scaffolded the core screen management (PhoneScreen class) and groundwork for opening/closing screens to enable navigation and states. Commits include: Add screen manager skeleton; Test screen switch; Designate App names. - Phone Inventory and Crafting System: core inventory updates, new phone inventory UI, and groundwork for crafting mechanics (recipes, baking) with data model changes and UI integration. Commits include: Create Inventory UI; fix inventory phone screen; fix; Change naming conventions. Quality and fixes: - Stability improvements around screen navigation and inventory UI with targeted fixes to prevent regressions (commits: Test screen switch; fix inventory phone screen; fix). Impact: - Establishes a scalable UI framework and data model foundation for upcoming features, enabling faster delivery of screen navigation and inventory/crafting content while improving maintainability. Technologies/skills demonstrated: - UI architecture and state management planning, data model evolution, and end-to-end UI integration. - Disciplined commit hygiene with clear, descriptive messages. - Cross-feature collaboration between screen management and inventory systems.

March 2025

4 Commits • 2 Features

Mar 1, 2025

March 2025 highlights for gmuGADIG/bake-me-crazy: Delivered a robust Inventory System with per-instance data and UI integration, along with Phone UI open/close mechanics and pause behavior refinements. Implemented autoload, refactored item data structures for per-object inventories, and introduced UI scenes/scripts to present inventory items. Follow-up refinements improved animations, layout, and signal connections. These changes establish independent inventories per game object and a cohesive in-game phone UI, supporting scalable gameplay and better user experience.

February 2025

2 Commits • 2 Features

Feb 1, 2025

February 2025: Delivered core features and foundational systems across two repos, improving gameplay feel and establishing data-driven inventory mechanics. Key changes include animation timing refinement for Margarita bark sequences in FetchQuest and the initial Item_Data model plus inventory management framework in bake-me-crazy. These work streams set up for scalable content and monetization flows, with close alignment to product goals and engineering best practices.

October 2024

1 Commits • 1 Features

Oct 1, 2024

Month: 2024-10 — Key feature delivered: Automated Reset Timer for Sinking Walls in FetchQuest. Implemented a timer node and accompanying reset logic to automatically restore sinking walls after a defined duration, improving pacing and player feedback. Commit 825b26b97f3a44462bcb80b32176bd7285c32ef5 ('Add timer to sinking walls'). Major bugs fixed: none reported this month; stability improvements accompany the new timer feature. Overall impact: smoother gameplay loop, easier balance tuning for environmental hazards, and a more responsive player experience. Skills demonstrated: timer-driven architecture, event-driven logic, careful version-control with a focused commit, and effective integration with the FetchQuest repo.

Activity

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Quality Metrics

Correctness77.6%
Maintainability80.0%
Architecture71.4%
Performance67.6%
AI Usage20.0%

Skills & Technologies

Programming Languages

GDScript

Technical Skills

AnimationGame DevelopmentGodot EngineInventory ManagementInventory SystemResource ManagementUI Development

Repositories Contributed To

2 repos

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

gmuGADIG/bake-me-crazy

Feb 2025 May 2025
4 Months active

Languages Used

GDScript

Technical Skills

Game DevelopmentInventory SystemResource ManagementInventory ManagementUI DevelopmentGodot Engine

gmuGADIG/FetchQuest

Oct 2024 Feb 2025
2 Months active

Languages Used

GDScript

Technical Skills

Game DevelopmentGodot EngineAnimation

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