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LipskiDev

PROFILE

Lipskidev

Max Lipski developed the Procedural Shader Framework for Unreal Engine in the friedaxvictoria/procedural_shader_framework repository, focusing on runtime shader availability and streamlined integration. He established a robust project scaffold and plugin structure, automating shader library deployment using C++ and enhancing reproducibility with CI-friendly configuration. Max delivered a Signed Distance Field shader module with ray marching and example assets, and introduced a tweening system for procedural shader animations using HLSL and C#. He also reorganized assets, refactored code for maintainability, and expanded technical documentation, resulting in a more accessible, production-ready framework that supports faster onboarding and easier shader development.

Overall Statistics

Feature vs Bugs

80%Features

Repository Contributions

17Total
Bugs
1
Commits
17
Features
4
Lines of code
12,531
Activity Months2

Work History

July 2025

15 Commits • 3 Features

Jul 1, 2025

July 2025 performance summary for friedaxvictoria/procedural_shader_framework focusing on Unreal Engine integration and framework enhancements. Delivered the Unreal Engine SDF Shader Module with definitions, shapes, ray marching, asset reorganization, and practical example assets; introduced a Tweening System for procedural shader animations and integrated it with existing SDF components; expanded and refined Unreal Engine integration documentation, including navigation restructuring, tutorials, and shader integration steps; performed cleanup and refactor to simplify UE integration, remove unused assets/files, and reduce maintenance overhead. Result: improved rendering capabilities, faster onboarding, and a more maintainable codebase.

May 2025

2 Commits • 1 Features

May 1, 2025

May 2025 monthly summary for friedaxvictoria/procedural_shader_framework. Key accomplishments include: 1) project scaffold and runtime shader availability for Unreal Engine; 2) automated runtime shader access by copying the shader library into the engine shader directory on module startup; 3) CI-friendly project configuration and build setup; 4) clear traceability and documentation of changes. Overall, established a solid baseline for the Procedural Shader Framework (PSF) in Unreal Engine, enabling faster iteration, easier integration, and a repeatable build and deployment process.

Activity

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Quality Metrics

Correctness86.4%
Maintainability85.8%
Architecture86.4%
Performance74.2%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#C++GLSLHLSLHTMLINIJSONMarkdownUnreal EngineUnrealScript

Technical Skills

3D GraphicsAnimation SystemsC#C++DocumentationGLSLGame DevelopmentHLSLHLSL ScriptingPlugin DevelopmentProcedural GenerationProject SetupRay MarchingRefactoringShader Development

Repositories Contributed To

1 repo

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

friedaxvictoria/procedural_shader_framework

May 2025 Jul 2025
2 Months active

Languages Used

C++HTMLINIJSONUnrealScriptC#GLSLHLSL

Technical Skills

C++Plugin DevelopmentProject SetupShader ManagementUnreal Engine3D Graphics

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