EXCEEDS logo
Exceeds
Valou

PROFILE

Valou

Valentin Schmitt developed a broad range of gameplay, visual, and UI features for the OMH_Proto repository over six months, focusing on asset integration, shader development, and animation systems. He delivered core systems such as grid-based placement, trap mechanics, and a modular animation pipeline, using Unity and C# to streamline asset workflows and improve iteration speed. Valentin enhanced player feedback through refined VFX, dynamic lighting, and UI polish, while maintaining code quality with regular refactoring and bug fixes. His work established a scalable foundation for future content, improved visual fidelity, and ensured maintainable project organization across evolving gameplay requirements.

Overall Statistics

Feature vs Bugs

89%Features

Repository Contributions

145Total
Bugs
7
Commits
145
Features
58
Lines of code
959,113
Activity Months6

Your Network

2 people

Work History

June 2025

16 Commits • 5 Features

Jun 1, 2025

June 2025 was focused on delivering a cohesive visual and gameplay polish across OMH_Proto, driving stronger player immersion, clearer feedback, and a more stable visuals pipeline. Core work spanned end-to-end visual updates, shader and material refinements, and stability improvements across key gameplay surfaces. Each feature aligned with business value: enhanced presentation and loot feedback to boost retention and perceived reward, improved combat readability, and a reliable asset pipeline. The work also advanced technical capabilities in shaders, VFX, UI color systems, and audio-visual integration through maintenance tasks that stabilized artifacts.

May 2025

24 Commits • 9 Features

May 1, 2025

2025-05 Monthly Summary: Delivered foundational Syntalium core, an end-to-end animation system with loading screens, branding asset refresh, and UI polish for OMH_Proto. This work establishes a scalable platform ready for feature expansion, strengthens the product’s visual identity, and improves user experience through consistent UI/UX and asset pipelines.

April 2025

17 Commits • 4 Features

Apr 1, 2025

April 2025 - OMH_Proto: Delivered key UI, visuals, and interaction improvements to enhance player feedback, usability, and maintainability. Implemented grid interaction improvements, new interactables with outline effects, UI/UX polish including minimap updates, and targeted fixes to essence aspiration visuals. Reorganized assets and refined environment visuals to support faster iteration and future content delivery.

March 2025

52 Commits • 25 Features

Mar 1, 2025

March 2025 performance snapshot for ArthurCaumartin/OMH_Proto. Delivered a broad set of gameplay features, stability fixes, and tooling improvements across key subsystems, increasing player engagement, content scope, and level authoring efficiency. Key features delivered include Gatling mechanic, Centrifugeuse core system (script, textures, and model), Cuve system core updates with tests, Infested Doors visuals with shader integration, Shield updates, and orientation enhancements. Notable bug fixes include wall orientation fixes for preview and default modes and shield behavior fixes. The work also encompassed grid rendering and rails placement improvements, New QTE system integration, and scene finalization, contributing to higher stability and faster iteration cycles. Demonstrated technologies include Unity, shader development, 3D asset integration, scripting, automated tests, naming conventions, and visual effects. Business value: richer gameplay, improved stability, faster content delivery, and streamlined asset management.

February 2025

25 Commits • 8 Features

Feb 1, 2025

Feb 2025 monthly summary for ArthurCaumartin/OMH_Proto focusing on business value and technical achievements. Delivered features and improvements across gameplay systems, visuals, and environment, with stable maintenance and improved authoring tooling. Key outcomes include stronger trap-grid interactions, polished shader/visual effects, dynamic lighting and environmental assets, and healing support, underpinned by consistent maintenance and testing practices.

January 2025

11 Commits • 7 Features

Jan 1, 2025

Monthly summary for 2025-01 (ArthurCaumartin/OMH_Proto)\n\nOverview: Delivered a focused set of features that improve visual fidelity, asset workflows, and grid-based interactions, establishing a solid foundation for upcoming content (AnneShield/EnergieMurDefense) and enabling faster iteration.\n\nKey features delivered:\n- Shield system visuals and mechanics: new shield visuals, state change events, and updated shield logic; new shader graphs; scene integration to support AnneShield/EnergieMurDefense. Commits: ca0f9517aa4d60eda2f32ed60e5e8cea94d3327a; cd5f16a88660ec57955d531e7df16bf116ee1d9c\n- Asset pipeline refresh and prefab overhaul: large-scale asset/prefab overhaul; refresh of mesh data and PrefabInstance configurations to prepare for new content. Commit: 192713b93af341ef0dcd45cb24e2844c7bc00217\n- Placable items and balance: adds placable item prefabs (trap, turret, wall) and updates balance data (Metal scriptable object to 1950). Commit: 7162d5aea6d321fcf43a8e0dc1578a0158442bba\n- Generator visuals and controls: enhanced generator visuals and interactions with updated shaders, new cursor-position logic, and animations for Centrifugeuse and GenerateurDeMetal. Commits: 87b7940a184d82780533e1723173b7dff3fa1365; cf89ea712496ae217d26ebe6fe0260007df8f424\n- Placement grid visuals and controls: placement grid shader graphs and refined grid/emissive logic, plus improved mouse placement handling for grid-based object placement. Commits: 54b51c9e30c15f1606d28ac00dd12b8a4db909ce; 2f754fdd87a61e54fe19eca726c73e7f60e60867\n\nOther work:\n- Syringe filling visual shader; rendering quality and asset metadata improvements (normal map and font asset tweaks). Commits: 638eadcae6f8bf2b84ccbe12e05bb867c7301441; c79e54d4cccfa6833aea8e65dc55212e21f102ba; f927b2aa1ef104c0a532c67d1e337a3e38e82112\n\nMajor bugs fixed and stability:\n- Shader/visual integration issues resolved; rendering quality refinements; asset metadata consistency (normal maps, fonts). These improvements reduce visual glitches and streamline updates.\n\nImpact and value:\n- Significantly improved visual fidelity, reusable asset/prefab workflows, and grid-based interaction UX, accelerating content delivery and enabling upcoming game modes.\n\nTechnologies demonstrated:\n- Shader Graphs, Unity asset pipeline, prefab system overhaul, grid placement logic, and asset metadata management.

Activity

Loading activity data...

Quality Metrics

Correctness79.2%
Maintainability79.2%
Architecture73.8%
Performance67.6%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#GLSLHLSLJSONJavaScriptShaderGraphShaderLabUnityUnity AnimationUnity Asset

Technical Skills

3D Asset Integration3D Asset Management3D Graphics3D Modeling3D RenderingAnimationAsset CreationAsset IntegrationAsset ManagementAsset OrganizationC#Code RefactoringDOTweenFile OrganizationFile Renaming

Repositories Contributed To

1 repo

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

ArthurCaumartin/OMH_Proto

Jan 2025 Jun 2025
6 Months active

Languages Used

C#ShaderLabUnityUnity MetaHLSLJSONShaderGraphUnity Asset

Technical Skills

3D Modeling3D RenderingAnimationAsset ManagementAsset OrganizationC#

Generated by Exceeds AIThis report is designed for sharing and indexing