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seunghyeonL

PROFILE

Seunghyeonl

Contributed to the NbcampUnreal/2nd-Team6-Final-Project repository, delivering core gameplay systems and combat mechanics over a three-month period. Developed and refined features such as AI-driven combat, dash and parry systems, and data-driven skill architecture using Unreal Engine C++ and Blueprints. Enhanced animation integration, UI feedback, and audio systems to improve player experience and maintainability. Addressed stability and performance through extensive bug fixing, code refactoring, and build optimization. Established clear interfaces and documentation for delegate usage, supporting future extensibility and QA. The work demonstrated depth in component-based architecture, asynchronous loading, and robust event-driven design within a collaborative Unreal Engine environment.

Overall Statistics

Feature vs Bugs

70%Features

Repository Contributions

266Total
Bugs
46
Commits
266
Features
107
Lines of code
24,367
Activity Months3

Work History

July 2025

1 Commits • 1 Features

Jul 1, 2025

July 2025 monthly summary for NbcampUnreal/2nd-Team6-Final-Project: Delivered the initial release baseline with documentation for Unreal Engine delegates. The release included a non-functional Delegates Documentation note in DomiCharacter.h and a release commit, establishing traceability and QA readiness for the project’s future iterations.

June 2025

156 Commits • 74 Features

Jun 1, 2025

June 2025 performance summary for NbcampUnreal/2nd-Team6-Final-Project: Delivered core combat system enhancements, stability fixes, and data-driven improvements that accelerate iteration and improve player experience. Key features implemented include a full Parry Animation System with visuals and sound, Teleport ControlEffect integration, Mage retargeted animations, and Run Combat Animations with updated equip logic. Dash/LockOn flow improvements introduced 8-direction dash, RunFast BlendSpace for Cover LockOn, and minimum pitch logic. UI and data infrastructure were enhanced with Buff/Debuff UI integration, EffectName exposure, and a major Skill/DataRefactor to support streamlined content updates. Extensive bug fixes and reliability improvements addressed weapon-unequip resets, death-state cleanup, lock-on deactivation, dash collisions, PreStun/dash speed, and related timing issues. These changes collectively raise gameplay fidelity, reduce maintenance overhead, and enable faster tuning and more robust QA.

May 2025

109 Commits • 32 Features

May 1, 2025

Month: 2025-05 Summary for NbcampUnreal/2nd-Team6-Final-Project. This monthly recap highlights key features delivered, major bug fixes, overall impact, and technologies demonstrated, with a focus on business value and technical achievement. Key features delivered: - Gameplay Tag Setting: Introduced GameplayTag setting to support tag-based gameplay logic and future rule-driven AI decisions. - Core Player Components scaffolding: Implemented ControlComponent and StatusComponent scaffolding, standardized initialization, and directory structure cleanup to improve maintainability and player state management. - Editor/AI/Character scaffolding and animation framework: Added Editor Dev directory, AI base files, and animation scaffolding including dash effect support to accelerate iteration cycles for characters and AI. - Status System Enhancements: Initialization of StatusComponent on ComponentUser, scaffolding for StatusEffects, status activation/deactivation logic, and refinements to StatusEffect structure for extensibility. - AI Skill System and Boss: Introduced AI Skill System and added Boss entity to enable AI-controlled combat and boss encounters. - Movement, dash, sprint, and skill system improvements: Sprint stamina mechanics, dash-to-skill integration, movement-aware dash enhancements, and BaseSkill API exposure (OwnerCharacter and virtual functions) to enable extensibility. - Data-driven enhancements: PawnTags, DataTables initialization, WeaponSkillData on ItemData for balancing and tooling; improved UI wiring for skill data and status hooks. Major bugs fixed: - Merge and integration stability: Resolved a merge problem to stabilize multi-branch workstreams. - UI binding reliability: Fixed delegates for StatusComponent UI binding to ensure correct widget event handling. - Control/Input initialization: Corrected initialization order in control components and mapping of control effects to mappings. - AI/Lock-on stability: Improved lock-on reliability and cleaned up AI state references. - Skill/input robustness: Fixed SkillStop logic, pre-input flicker, input-direction handling when idle, and damage application flow; updated rotation/inputs during skill usage. - Delegate-based events and UI accessors: Implemented OnDeath/OnGroggy delegates and exposed Component Getter in the ComponentUser UI, with related fix commits. - Misc fixes: Timer cleanup on EndPlay, TestMap changes, macro refactor to reduce Unreal reflection overhead. Overall impact and accomplishments: - Architectural maturation across core gameplay systems (Status, Skill, AI, Input, and UI) enabling faster, safer feature iteration and more stable builds. - Improved maintainability and scalability through refactors (BaseEnemy/BaseAIController naming, BaseSkill ownership, and data-driven design) and better testability. - Foundation for upcoming features (advanced AI skills, enhanced dash mechanics, and more polished combat) with clearly defined interfaces and data-driven hooks. Technologies/skills demonstrated: - Unreal Engine C++ component architecture (ControlComponent, StatusComponent) and animation scaffolding. - Data-driven design with BaseSkill API, StatusEffects, DataTables, and PawnTags. - UI integration, event binding robustness, and input mapping improvements. - Performance-oriented refactors (removal of non-reflection macros where appropriate) and systems thinking for status, skills, combat, dash, and AI integration.

Activity

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Quality Metrics

Correctness84.6%
Maintainability84.6%
Architecture80.6%
Performance77.4%
AI Usage20.8%

Skills & Technologies

Programming Languages

Asset ManagementBlueprintC++HeaderINIUAssetUassetUnreal EngineUnreal Engine AssetUnreal Engine Blueprints

Technical Skills

AI BehaviorAI DevelopmentAI ProgrammingAnimationAnimation BlueprintsAnimation IntegrationAnimation NotifiesAnimation RetargetingAnimation SystemsAnimation TimingAsset IntegrationAsset ManagementAsynchronous LoadingAudioAudio Engineering

Repositories Contributed To

1 repo

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

NbcampUnreal/2nd-Team6-Final-Project

May 2025 Jul 2025
3 Months active

Languages Used

BlueprintC++HeaderINIUassetUnreal EngineUnreal Engine AssetUnreal Engine Blueprints

Technical Skills

AI BehaviorAI DevelopmentAI ProgrammingAnimationAnimation NotifiesAnimation Systems