EXCEEDS logo
Exceeds
HIBIKI_5201

PROFILE

Hibiki_5201

Overall Statistics

Feature vs Bugs

73%Features

Repository Contributions

1,344Total
Bugs
215
Commits
1,344
Features
580
Lines of code
1,521,908
Activity Months11

Work History

November 2025

1 Commits • 1 Features

Nov 1, 2025

Month: 2025-11. Focused on release readiness for BEAT-KEEPER (HIBIKI5201/BEAT-KEEPER). Delivered release prep tasks including version bump across materials and project settings, asset updates with new sprites, and shader configuration tweaks to prepare for the upcoming release. No bugs fixed this month; maintenance work completed to improve build reproducibility and asset integrity. Impact: reduced release risk, cleaner versioning, faster go-to-market. Technologies/skills demonstrated: version control and release hygiene, asset management, shader configuration, material versioning, build prep, and cross-functional coordination.

September 2025

126 Commits • 53 Features

Sep 1, 2025

September 2025 BEAT-KEEPER monthly performance summary (HIBIKI5201/BEAT-KEEPER). This month focused on stabilizing core charge-attack gameplay, expanding startup/initialization and audio-visual pipelines, and laying groundwork for phase-based dynamics and data-driven scoring. Key features delivered include a comprehensive Charge Attack overhaul (removing overlapping events, adding a charging state, and introducing Perfect/Good hit windows with relevant miss handling), fixes to charge release timing, and finisher miss-judgment corrections. Startup, scene management, and audio pipelines were enhanced by setting OutGame as the initial scene, binding Start Movie assets, enabling CRI-based audio usage, and adding per-movie audio tracks and BGM loading. Architectural improvements included refactoring the Result Manager into a standalone object, enabling signal-based communications, and wiring converters/data layers; phase/background/BGM integration and timeline bindings were extended for phase-aware experiences. UI/timeline refinements and performance-oriented updates (object optimization, camera binding, and beam system integration) further boosted responsiveness and maintainability.

August 2025

162 Commits • 62 Features

Aug 1, 2025

In August 2025, BEAT-KEEPER delivered critical feature work, performance improvements, and stability fixes that strengthen gameplay, data integrity, and deployment velocity. Highlights include migrating combat events to UnityEvent for cohesive, event-driven interactions; modernizing the Input System to the latest API and pruning obsolete methods; switching core data lookups to a Trie-based structure to boost performance; consolidating and expanding the movie/animation pipeline with a dedicated movie manager, wrapper separation from actions, and lip-sync/voice assets integration; and adding a score indexer to enable efficient data access. Major bugs fixed span end-button disappearance, scene/audio/misc inconsistencies, and build stability issues, which improved user experience and release confidence. The month also advanced business value by enabling faster iteration, more reliable combat feedback, and data-driven tooling for content creators. Technologies demonstrated include UnityEvent architecture, modern Input System usage, Trie data structures, JSON data migration, lip-sync and CRI data handling, VO/SFX integration, and cinematic tooling orchestration.

July 2025

174 Commits • 66 Features

Jul 1, 2025

July 2025 monthly summary for BEAT-KEEPER (HIBIKI5201). This period delivered a strong mix of features, content improvements, and stability fixes across the engine, with a focus on business value, performance, and maintainability. Major features include enabling ADX2 integration with MusicADX2 support, expanding the content pipeline (multiple timeline assets, assignable playable assets, current index exposure, and stage as active scene), and expanding media/audio capabilities (three new break movies, new BGM/SE assets, and CRI data updates). Key stability and quality improvements include a hotfix for config reset, editor runtime safety fixes, and comprehensive codebase cleanup (namespace refactors, code style improvements, public API updates, and UnityEvent wrapper). The month also advanced the event system, enabling more robust and scalable gameplay mechanics. Overall impact: faster iteration cycles, reduced risk in production, improved audio-visual experience, and a more maintainable codebase. Technologies/skills demonstrated: Unity engine, ADX2 MusicADX2 integration, CRI integration, timeline and asset pipeline, event system design with UnityEvent, code quality and refactor discipline, and robust debugging/diagnostics.

June 2025

373 Commits • 152 Features

Jun 1, 2025

June 2025 monthly summary for BEAT-KEEPER (HIBIKI5201). This month focused on delivering business value through UI/UX enhancements, visual fidelity improvements, architecture and asset pipeline modernization, and stability/performance optimizations. The work enabled clearer onboarding, more engaging visuals, faster startup, and a more maintainable codebase with streamlined build processes.

May 2025

276 Commits • 121 Features

May 1, 2025

May 2025 (2025-05) monthly summary for BEAT-KEEPER (HIBIKI5201). Delivered core gameplay and animation infrastructure, camera system improvements, rhythm-based features, and data/input groundwork that unlocks faster iteration and stronger business value. Notable features include Animation and Knockback System, Camera Prefab System, Music Rhythm System, and Player Data/Input, along with UI Module integration and Stage/Scene architecture enhancements. Quality and reliability were strengthened through data integrity checks, null-safety improvements, and targeted bug fixes that stabilize combat, input handling, and initialization. Architecture and tooling were modernized with Symphony Framework updates, PhaseManager alignment, and in-game system scaffolding to support future feature delivery and maintainability.

April 2025

54 Commits • 28 Features

Apr 1, 2025

Monthly Summary for 2025-04 - BEAT-KEEPER (HIBIKI5201) Key features delivered: - Foundation and scaffolding: Established a robust project scaffold, initial directory structure, root namespace, and system scene setup to enable scalable architecture, faster onboarding, and clearer project boundaries. - Core gameplay systems: Implemented the Core Character system including a base character class, character data, health inputs, and a health system; added Player Manager, Enemy Data, and an experimental Enemy Manager to prototype coordination of enemy behaviors; introduced a Data Generation Module and placeholder data to accelerate iteration. - Frameworks and integrations: Integrated Symphony Framework for core workflows; added Unity Registry package with OpenUPM settings and introduced R3 to streamline package management and deployment. - UI/scene workflow and input/combat groundwork: Implemented Create Menu UI integration; ensured scene population steps and System Scene loading during initialization; enhanced input system with buffering and basic attack/movement; introduced initial combat interface with attack power parameter and a first-pass combo system architecture; applied file-naming and template settings groundwork. - Quality, maintainability and data discipline: Added code comments for clarity; introduced data null checks and removed noisy logs; performed naming cleanup and data structure upgrades to support charts and initialization flows. Major impact and accomplishments: - Established a maintainable, scalable foundation enabling rapid feature development and cross-team collaboration. - Delivered data-driven design patterns and a modular architecture to support future gameplay systems (combat, enemies, and content generation). - Reduced future integration risk by aligning framework usage (Symphony, Unity Registry/OpenUPM) and standardizing namespaces, build settings, and settings assets. - Accelerated iteration through data generation tooling and placeholder content, enabling early testing and UX validation. Technologies and skills demonstrated: - Unity and C# modular architecture, namespace design, and scene lifecycle management. - Framework integrations (Symphony Framework, Unity Registry, OpenUPM, R3) and package management. - Data modeling (character/enemy data, player data), basic health and combat concepts, and UI/UX scaffolding. - Debugging, refactoring, and maintainability practices (null checks, clean naming, code comments, and log cleanup).

February 2025

3 Commits • 1 Features

Feb 1, 2025

February 2025 summary for HIBIKI5201/Dungeon-Crafter: Stabilized startup and improved UI asset handling to support reliable releases and consistent visuals across scenes.

January 2025

49 Commits • 21 Features

Jan 1, 2025

Monthly summary for 2025-01 (HIBIKI5201/Dungeon-Crafter). This period focused on enriching the storytelling experience, stabilizing core narrative systems, and establishing a scalable release pipeline. Key work covered audio-visual storytelling, data generation, UI/UX modernization, and build/deployment infrastructure to enable faster, higher-quality releases.

December 2024

13 Commits • 3 Features

Dec 1, 2024

December 2024 (2024-12) — Dungeon-Crafter: Delivered core Story System improvements, reinforced UI scaffolding, and tightened repository hygiene and deployment readiness. Key progress includes data-driven story progression with auto-advance and UI timing fixes, UI Toolkit scaffolding with InGameSystems organization and Master_Story integration, and robust build/config hygiene for UnityRoom deployment. Also resolved critical collection data null references and enhanced logging/robustness. Result: smoother player experience, faster UI iterations, easier cross-team collaboration, and more reliable builds.

November 2024

113 Commits • 72 Features

Nov 1, 2024

November 2024 delivered a strong combat foundation, expanded scene and system integration, and established MVP-based architectures to accelerate future development. The work emphasizes business value through reliable persistence, scalable design, and improved player experience via camera and audio enhancements, while setting the stage for rapid iteration on core gameplay features.

Activity

Loading activity data...

Quality Metrics

Correctness85.2%
Maintainability86.0%
Architecture80.8%
Performance78.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

BinaryC#CSSFBXGit ConfigurationHLSLHTMLJSONJavaScriptMeta

Technical Skills

3D Camera Setup3D ModelingAPI IntegrationAnimationAnimation ControlAnimation ControllerAnimation EventsAnimation IntegrationAnimation ManagementAnimation RiggingAnimation TimelineAnimation TimingAsset CreationAsset IntegrationAsset Management

Repositories Contributed To

2 repos

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

HIBIKI5201/BEAT-KEEPER

Apr 2025 Nov 2025
7 Months active

Languages Used

C#PythonUnityUnity AssetUnity C#Unity MetaUnity SceneUnity YAML

Technical Skills

Asset ManagementBackend DevelopmentBuild ConfigurationC#Character Stats ManagementCode Cleanup

HIBIKI5201/Dungeon-Crafter

Nov 2024 Feb 2025
4 Months active

Languages Used

C#ShaderLabUnityUnity AssetUnity PrefabUnity SceneUnity Scene DataUnity metadata

Technical Skills

API IntegrationAnimation RiggingAsset ManagementAsynchronous ProgrammingAudio EngineeringAudio Management

Generated by Exceeds AIThis report is designed for sharing and indexing