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seunghyeonL

PROFILE

Seunghyeonl

Contributed to the NbcampUnreal/2nd-Team6-Final-Project by building and refining core gameplay systems, including combat mechanics, AI behavior, animation frameworks, and data-driven balance features. Leveraged Unreal Engine C++ and Blueprints to implement extensible components for player control, status effects, and skill systems, while integrating robust UI and audio feedback. Focused on maintainability through code refactoring, documentation, and modular architecture, enabling rapid iteration and stable releases. Addressed gameplay balance and performance by tuning stat growth, optimizing navigation, and enhancing graphics fidelity. Delivered features and fixes that improved player experience, streamlined QA, and established a scalable foundation for future development cycles.

Overall Statistics

Feature vs Bugs

71%Features

Repository Contributions

280Total
Bugs
47
Commits
280
Features
113
Lines of code
240,193
Activity Months5

Work History

April 2026

1 Commits • 1 Features

Apr 1, 2026

Monthly performance summary for 2026-04 focusing on business value and technical achievements. Delivered targeted balance improvements in the NbcampUnreal/2nd-Team6-Final-Project to create a smoother progression curve and more engaging gameplay. Implemented data-driven adjustments to per-level growth values and enemy stats, addressing balance regressions and aligning with the design intent. Included a status-related fix (commit 9709384e2e22e045c6490c6b02eeca3efda8e1e0) to ensure growth and scaling are consistent. Result: clearer pacing, reduced player frustration from imbalanced encounters, and a solid foundation for future balancing work.

March 2026

13 Commits • 5 Features

Mar 1, 2026

Monthly work summary for 2026-03 focusing on key accomplishments, top features and bug fixes for NbcampUnreal/2nd-Team6-Final-Project. Delivered performance and graphics improvements, navigation optimization, documentation updates, and gameplay balance enhancements; resolved data-load stat sync issues, contributing to a more reliable player experience and streamlined maintenance.

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

Correctness84.8%
Maintainability84.6%
Architecture80.8%
Performance78.0%
AI Usage20.8%

Skills & Technologies

Programming Languages

Asset ManagementBlueprintC++HeaderINIMarkdownUAssetUassetUnreal EngineUnreal Engine Asset

Technical Skills

3D modelingAI BehaviorAI DevelopmentAI ProgrammingAI navigationAnimationAnimation BlueprintsAnimation IntegrationAnimation NotifiesAnimation RetargetingAnimation SystemsAnimation TimingAsset IntegrationAsset ManagementAsynchronous Loading

Repositories Contributed To

1 repo

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

NbcampUnreal/2nd-Team6-Final-Project

May 2025 Apr 2026
5 Months active

Languages Used

BlueprintC++HeaderINIUassetUnreal EngineUnreal Engine AssetUnreal Engine Blueprints

Technical Skills

AI BehaviorAI DevelopmentAI ProgrammingAnimationAnimation NotifiesAnimation Systems