EXCEEDS logo
Exceeds
hyewon

PROFILE

Hyewon

Over seven months, Kim H. contributed to TeamMyGummy/KUMI_TheNineTails by building interactive gameplay systems, refining platformer mechanics, and enhancing visual and audio fidelity. Kim developed features such as dynamic hazards, modular UI, and enemy AI, using Unity and C# scripting to implement event-driven controls, prefab-based asset management, and animation pipelines. Their work included persistent state systems for destructible objects, modularization of core gameplay elements, and integration of 2D/3D art assets. By focusing on maintainable code and asset workflows, Kim improved player feedback, reduced regressions, and enabled faster iteration, demonstrating depth in Unity engine architecture and cross-disciplinary asset integration.

Overall Statistics

Feature vs Bugs

83%Features

Repository Contributions

69Total
Bugs
5
Commits
69
Features
25
Lines of code
56,389
Activity Months7

Work History

February 2026

3 Commits • 2 Features

Feb 1, 2026

February 2026 — Focused delivery on animation fidelity and scene polish for TeamMyGummy/KUMI_TheNineTails. Key features completed include Monster 6.0 Animation Enhancements and a B2 Boss Scene Background Update. These efforts deliver smoother gameplay interactions, improved boss arena visuals, and a cleaner asset pipeline, translating to higher player engagement and reduced asset drift across builds. The work demonstrates solid end-to-end execution from design to implementation, including animation integration, prefab-based assetization, and asset workflow improvements.

January 2026

17 Commits • 3 Features

Jan 1, 2026

January 2026 performance snapshot for TeamMyGummy/KUMI_TheNineTails focused on visual fidelity, audio immersion, and UI clarity, with stability improvements for critical boss scenes. Key features delivered include a Monster 1-1 visual overhaul, a monster health bar art upgrade, and a comprehensive audio design refresh with SFX improvements. Major bugs fixed include B2 boss scene visual stability fixes and lantern color consistency, complemented by audio timing and volume adjustments to ensure cohesive playback. Overall impact: higher visual fidelity, clearer health/status feedback, and richer audio ambiance, driving improved player experience and retention. Technologies/skills demonstrated span Unity rendering and prefab management (SpriteRenderer sorting, camera perspective), asset integration (health bar and lantern prefabs), and a robust audio pipeline (SFX, BGMs, and volume/timing controls) with strong commit traceability.

November 2025

3 Commits • 2 Features

Nov 1, 2025

November 2025 monthly summary for TeamMyGummy/KUMI_TheNineTails: - Key outcomes include a new dynamic press obstacle mechanic, targeted visual polish for B2 Gimmick 2 walls, and a parity-parallax related rendering fix that stabilizes wall visibility. - This work strengthens gameplay depth, enhances visual fidelity, and improves rendering reliability across parallax layers, contributing to a more polished and engaging player experience across the platform.

October 2025

19 Commits • 8 Features

Oct 1, 2025

October 2025 Monthly Summary – TeamMyGummy/KUMI_TheNineTails This period focused on delivering polished gameplay features, improving UI/UX, and strengthening the project’s maintainability and stability. The team shipped multiple player-facing enhancements, a new gameplay gimmick, dynamic level flow, and a wave of asset/UI refactors that set the stage for faster iteration and more reliable releases. Key achievements and business value: - Enhanced UI/UX with dynamic HP slots and improved player status display, delivered via prefab-driven systems, resulting in clearer player feedback and faster QA sign-off. (Commits: 208e6f0d6506f0ef0f04dd97cd123b12cedc836a, 08f379d96bb6f828a0b9601c876c7968d560adf8) - UI asset refactor and asset/prefab renaming to streamline asset management, reduce confusion, and accelerate future iterations. (Commits: a7501e6afbca2693fe878fe82c66a46a0fdedb97, 87716d88630ca34869d6877b3fdce5e855fcd6b8) - Introduced B1 Gimmick: Falling Rocks with a dedicated spawner and visuals, expanding core gameplay and engagement opportunities. (Commit: a0ab53c7b389e566e94189a9fd8f116e50a6393f) - Implemented conditional door system and event-driven controls, enabling dynamic level flow and smoother state transitions via an event bus. (Commits: 38f837b65bc9deabe42f1e155de15b4b98c7d054, 87ccef56830a3f41874af6e768d71d6ebafb0c90) - Laser system refactor into modular parts with updated visuals, improving maintainability and enabling easier asset iteration. (Commit: bf950fb5653479b9e6f6f82fb2547f2d410efde1) - Major stability and quality improvements across objects, hazards, and platforms, reducing regressions and improving gameplay reliability. (Commits: 29e6f8b23f3934dadce154bd1764c75df9476d90, 7dde5ea5c9efcf7454c9e59565f96916ed8f99b9, 579b8a149c6c37fd5a356a0862769d5c7ee7d994, ca6c078d561284a23b5e25d3ef78620b4d05415d) - Added wall-climb art assets for B2 maps and introduced treasure chests with scene transitions, contributing to richer gameplay loops and smoother progression. (Commits: d18dea13b893519b170b67b2b7eebc92b407e362, e4a1331d970c80dc650d0cfaf73f73265ef8c7cf, dc7cc024fa39202d3ef2c160cc4c4c89e026c2c0, 88829c82bf96dc621bc10ed57b5a980b091e2632) Overall impact and accomplishments: - The month delivered a robust foundation for gameplay polish, improved player feedback, and stronger maintainability. The introduced features expand gameplay variety (rock gimmick, doors, lasers, wall-climbing assets) while the UI and asset refactors reduce asset churn and speed up future cycles. Stability work minimizes risk of regressions across core interactions (hazards, tails, platforms), enabling more aggressive feature delivery in the next cycle. Technologies and skills demonstrated: - Unity UI prefabs, dynamic UI composition, and asset alignment for responsive visuals. - Modularization and refactoring of prefabs and assets for better maintainability. - Event-driven architecture for level flow control and inter-object communication. - 2D/3D sprite and asset pipeline, collision/touch area tuning, and platform behavior fixes. - Systematic debugging and QA readiness through targeted fixes to hazards, tail interactions, and object states.

September 2025

8 Commits • 4 Features

Sep 1, 2025

Month: 2025-09 — concise monthly summary highlighting key feature delivery, major fixes, impact and skills demonstrated for performance review.

August 2025

15 Commits • 3 Features

Aug 1, 2025

August 2025 monthly performance for TeamMyGummy/KUMI_TheNineTails. Delivered a major overhaul of 2D platforming and monster AI systems: physics-based Moving Platform system using Rigidbody2D, new MovingPlatformCollider, unified monster movement/AI logic, improved turning, return-to-spawn behavior, and support for airborne platforms. Implemented BreakableWall mechanics with persistent destruction and a dedicated BlockingObject layer to preserve state across sessions, enhancing level interactivity and player feedback. Expanded Monster6 capabilities including whirlwind skill, prefab/art updates, and a new test scene to validate visuals. Layer and project configuration fixes corrected collision behavior and wiring, reducing runtime bugs. These efforts deliver measurable business value by increasing player engagement, enabling richer level design, and providing a more maintainable codebase for future features. Technologies demonstrated: Unity 2D physics, collision layers, prefab/art pipelines, state persistence, and robust refactoring.

July 2025

4 Commits • 3 Features

Jul 1, 2025

July 2025 - Monthly performance summary for TeamMyGummy/KUMI_TheNineTails: Focused on delivering interactive gameplay features, improving player progression, and strengthening asset pipelines. Key delivered features include Lantern Interaction System with asset tweaks, Environmental Hazards with HP refill and respawn mechanics, and TailBox with NPC dialogue. These efforts increased engagement opportunities and reduced gameplay friction, while showcasing strong Unity proficiency and asset collaboration.

Activity

Loading activity data...

Quality Metrics

Correctness89.6%
Maintainability86.6%
Architecture83.8%
Performance81.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#JSONUnityUnity AssetUnity Asset ManagementUnity PrefabYAML

Technical Skills

2D Art2D Physics3D Art Integration3D modelingAI MovementAnimationArt IntegrationAsset IntegrationAsset ManagementAsset OrganizationBug FixingC#C# ScriptingC# scriptingColliders

Repositories Contributed To

1 repo

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

TeamMyGummy/KUMI_TheNineTails

Jul 2025 Feb 2026
7 Months active

Languages Used

C#UnityUnity PrefabYAMLUnity AssetUnity Asset ManagementJSON

Technical Skills

C#C# ScriptingEvent HandlingGame DesignGame DevelopmentInput System