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Viktor Chernikov

PROFILE

Viktor Chernikov

Wiktor Czernik developed core gameplay systems for the wiktorczernik/gmtk-2025 repository, focusing on scalable Unity architecture for mobile and PC. He implemented arcade vehicle dynamics, time-based mechanics, and a clone system for deterministic state playback, using C# and Unity’s event-driven model to improve testability and decoupling. His work included FMOD audio integration, Cinemachine camera control, and robust prefab management, addressing both gameplay fidelity and maintainability. Wiktor also introduced ball-based vehicle concepts and lap timing frameworks, refining input handling and visual feedback with particle systems and shader adjustments. The result was a stable, extensible prototype supporting rapid iteration and onboarding.

Overall Statistics

Feature vs Bugs

87%Features

Repository Contributions

50Total
Bugs
4
Commits
50
Features
26
Lines of code
528,155
Activity Months2

Work History

August 2025

34 Commits • 19 Features

Aug 1, 2025

August 2025 (2025-08) – Focused on delivering core gameplay fidelity, stability, and maintainability improvements, with a clear pathway to competitive lap timing and extended vehicle concepts. The month emphasized clone system reliability, gameplay feel, and polished visuals/audio to drive user engagement and retention.

July 2025

16 Commits • 7 Features

Jul 1, 2025

July 2025 — GMTK-2025 project baseline and features matured to enable scalable development and early validation. Implemented foundational Unity project setup for mobile/PC, established core vehicle gameplay (arcade car physics, controls, and Cinemachine camera), and integrated time-based mechanics with a visible timer and time gates. Built a foundational clone system for recording and playback of object states to support debugging, playtesting, and potential deterministic playback. Delivered core gameplay prefabs and FMOD integration, with an event system refactor from UnityEvents to C# events to improve decoupling and testability. Addressed critical reliability issues: timer UI fixes and FMOD asset cache timestamp corrections, plus road visuals/materials improvements for accurate rendering in EasyRoads3D. These outcomes deliver a playable prototype, a scalable architecture, and faster onboarding for new contributors, driving business value through accelerated iteration, higher fidelity gameplay, and robust audio-visual pipelines.

Activity

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Quality Metrics

Correctness84.8%
Maintainability84.0%
Architecture80.6%
Performance81.2%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#Git IgnoreUnityUnity AssetUnity PrefabUnity ShaderUnity ShaderLabYAML

Technical Skills

3D Modeling3D Modeling IntegrationAnimationAsset IntegrationAsset ManagementAudio IntegrationC#Camera ControlCinemachineEnvironment ArtFMODGame DevelopmentGitGraphics ProgrammingInput Handling

Repositories Contributed To

1 repo

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

wiktorczernik/gmtk-2025

Jul 2025 Aug 2025
2 Months active

Languages Used

C#Git IgnoreUnityUnity ShaderLabYAMLUnity AssetUnity PrefabUnity Shader

Technical Skills

Asset IntegrationAudio IntegrationC#Camera ControlCinemachineGame Development

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