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SalvaBernades

PROFILE

Salvabernades

Salvador Bernades developed core gameplay systems and visual features for the HawkEngine_Warhammer40K repository, focusing on weapon mechanics, audio-visual feedback, and engine stability. He implemented abilities such as grenade launchers, railguns, and hook shots, integrating cooldowns and physics-based interactions using C# and C++. Salvador enhanced player experience by refining UI, lighting, and particle effects, and improved audio integration for both player actions and enemy behaviors. His work included shader management, configuration tuning, and code cleanup, resulting in maintainable, performant systems. Through iterative feature delivery and targeted bug fixes, he ensured reliable gameplay and streamlined cross-team development workflows.

Overall Statistics

Feature vs Bugs

81%Features

Repository Contributions

75Total
Bugs
7
Commits
75
Features
29
Lines of code
337,888
Activity Months6

Work History

June 2025

8 Commits • 3 Features

Jun 1, 2025

June 2025 – HawkEngine_Warhammer40K monthly summary highlighting key features delivered, major fixes, impact, and technical achievements. Key features delivered: - Red Thirst Visual Effects: implemented player red-thirst state visuals via ParticleFX preset with burst emission (commit 37b77fd2701457b195f196642c38d5b22d711ff7). - Audio balance and new enemy sounds: updated player action, weapon, Hormagaunt, and Termagaunt audio assets and tuned combat/music balance (commits: 23adcc0dc787556c60cc7534c3ac8fe46d2b9718; 3e99185e681d7512957f8c6ba7f51f57e8c7cd4c; 618c709ecbe6abe44d71c2e350282aba530ad7cc; 67cdc7ec46d5e94819d11357629e0bbf5d82e337). - Gameplay balance: weapons, pickups, and ability cadence: tuned defaults (starting weapons), adjusted railgun cadence and damage, modified pickup parameters, reduced EnergyBall cooldown; includes cleanup of unused scripts (commits: 154f546f265a39de7eba6d02a14ec907323b7828; a7cf4044eee008ee8c2b35b6434ba6e3fb92937b; 10f6b8dca057ee61f244ab2180c15e2929713041). Major bugs fixed / stability improvements: - No explicit defects reported; addressed balance drift and performance concerns through targeted tuning (railgun, EnergyBall cooldown) and audio level adjustments; cleanup of unused scripts to reduce legacy risk. Overall impact and accomplishments: - Stronger player feedback with polished visuals and audio; improved combat pacing and balance; reduced risk from deprecated code paths; clearer foundation for future iterations. Technologies/skills demonstrated: - ParticleFX integration, audio asset management and balancing, gameplay tuning, and code cleanup/refactoring for maintainability and performance.

May 2025

3 Commits • 2 Features

May 1, 2025

May 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K. Focused on delivering high-impact visual fidelity and gameplay polish that enhances player immersion and reduces ambiguity in visual feedback. Key gains include comprehensive VFX for all abilities and grenades, corrected VFX IDs to ensure visuals align with gameplay, and targeted performance polish by adjusting scene loading priorities during critical sequences.

April 2025

39 Commits • 16 Features

Apr 1, 2025

April 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K focused on delivering core gameplay capabilities, audio-visual enhancements, and stability improvements to advance release readiness and player engagement.

March 2025

8 Commits • 4 Features

Mar 1, 2025

Concise monthly summary for 2025-03 focusing on delivered features, bug fixes, impact, and technical skills demonstrated. Highlights align with business value through expanded combat capabilities, consistent cooldown mechanics, and maintainable code changes across core weapons in HawkEngine_Warhammer40K.

January 2025

3 Commits • 1 Features

Jan 1, 2025

Month: 2025-01 | HawkEngine_Warhammer40K (MarcoDiModica) – Key features delivered and major fixes Key features delivered: - UI Docking Layout Stabilization: Fixed a configuration-related issue in imgui.ini to ensure the docking layout initializes without errors, improving editor reliability and reducing onboarding friction. (Commit: 587aab528dec678410aebe00b0384ea681b701c5) - Shader System Improvements: Refactored shader management to support multiple shaders with dynamic shader switching on GameObjects, including water effects; streamlined ShaderComponent to prepare for future changes. (Commits: ef924590ce9cc4ba26b7b28dee77c09f8f32de8a; ede632ec3c5b8f47596a2b0c902337ed25fdd51e) Major bugs fixed: - UI Docking Layout initialization errors related to imgui.ini configuration, eliminating startup/docking failures. Overall impact and accomplishments: - Increased editor reliability and faster iteration cycles by stabilizing the docking UI. - Enabled runtime shader flexibility and visual experimentation with support for multiple shaders and dynamic switching, including water effects, laying the groundwork for future visual features. - Strengthened code maintainability with ShaderComponent refactor and clearer commit traceability. Technologies/skills demonstrated: - ImGui-based UI stability and configuration management - Shader architecture refactor, dynamic runtime shader switching, and Component design - Version-control discipline with commit traceability and incremental changes

November 2024

14 Commits • 3 Features

Nov 1, 2024

November 2024 Monthly Summary: Established the Ruinseeker project scaffolding and core asset/library setup, delivered a robust startup sequence via a polished loading screen and menu navigation, and introduced shader debugging/instrumentation to improve debugging and performance visibility. These efforts created a solid foundation for rapid feature delivery, improved launch reliability, and better cross-team collaboration.

Activity

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Quality Metrics

Correctness80.0%
Maintainability79.8%
Architecture73.6%
Performance75.4%
AI Usage21.4%

Skills & Technologies

Programming Languages

BinaryC#C++GLSLINIJSONLogUnityUnity AssetUnity Scene

Technical Skills

3D ModelingAnimationAsset CleanupAsset IntegrationAsset ManagementAudio EngineeringAudio IntegrationBuild Pipeline OptimizationC#C# ScriptingC++C++ Engine IntegrationC++ Engine ProgrammingCode CleanupCollider Configuration

Repositories Contributed To

2 repos

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

MarcoDiModica/HawkEngine_Warhammer40K

Jan 2025 Jun 2025
5 Months active

Languages Used

C++GLSLINIC#UnityUnity SceneglTF

Technical Skills

C++Configuration ManagementGame DevelopmentGraphics ProgrammingShader ManagementSoftware Design

CITM-MOBILE-DEVICES-BCN/Ruinseeker

Nov 2024 Nov 2024
1 Month active

Languages Used

BinaryC#JSONLogUnityUnity AssetUnity SceneUnity YAML

Technical Skills

Asset CleanupAsset ManagementBuild Pipeline OptimizationC#C# ScriptingDebugging

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