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raindrovvv

PROFILE

Raindrovvv

Over three months, Vnrs97 contributed to the NbcampUnreal/1st-Team1-Final-Project by engineering core gameplay systems, audio-visual pipelines, and documentation. They migrated the FootManager from Blueprint to C++ for improved performance and maintainability, overhauled the Wwise-based audio system, and integrated dynamic BGM, SFX, and VFX using Unreal Engine and Niagara. Their work included asset optimization, UI/UX enhancements, and robust bug fixes across networking, collision, and audio subsystems. Vnrs97 also maintained project documentation, streamlining onboarding and clarifying team roles. The depth of their contributions enabled faster iteration, higher audio-visual fidelity, and a more stable, maintainable codebase for ongoing development.

Overall Statistics

Feature vs Bugs

60%Features

Repository Contributions

333Total
Bugs
86
Commits
333
Features
129
Lines of code
519,979
Activity Months3

Work History

July 2025

4 Commits • 1 Features

Jul 1, 2025

July 2025 monthly summary for NbcampUnreal/1st-Team1-Final-Project: Delivered a refreshed Guardian & Seeker README with demonstration video thumbnail, removed outdated System Architecture content, and documented team roles and future improvements. No major bugs fixed this month. Business value includes improved onboarding, faster demo readiness, and a clear roadmap. Technical achievements highlight disciplined documentation updates and robust version control practices.

June 2025

246 Commits • 92 Features

Jun 1, 2025

June 2025 monthly performance summary for NbcampUnreal/1st-Team1-Final-Project: Key features delivered: - FootManager Refactor to CPP: migrated from Blueprint to C++ for performance gains and easier long-term maintenance (commit fe77f5dc76c12bdfa3c81fdbb8ba150928a7f8a7). - Chan skill: added sound and trail effects; expanded audio/visual feedback for player abilities (commits adfec1ffbaa614527697593d23cc5421286c612e, 62e77918ab6b3f16c67e4762781b88cf0b496883). - Monster audio components: introduced monster audio component and applied to monster class/BP; improved audio consistency across encounters (commits 7982a9151aea6c3f0b46c1e423af735ec5665d99, aae70cb80f4bdd57752f01bc65e30753bc7bc854). - BGM and overall audio system: core BGM logic with Seeker-centered detection; fixes and refinements to TPS/RTS BGM flow; broader sound system updates and Wwise integration (commits 5c8d52695406f457d74527b94b38b04e59d1566b, 399d33da06fe3d2ecced73100dd1c126aeb08a20, 6bd10abd8ac91ed1e3aec8f5eddee57c9cafc71a, 90c67647642f64d6f38a73408727e9d2f0f4a3e0, 10923ba19885695574548344b8fe3889372d12c1). - Draka and Mercy/Chan audio-visuals: updated Draka sounds, VFX and SFX via component-based approach; Mercy/Chan SFX integration and arrow/multicast sound work (commits 12b14852282a92880a096ab8e7768b2804e8dc23, a04d94bc59484042adfe102358d23a27ce8a4dd4, 8c0d88f893ed50067a4304c089ffb4c56a0d1b41). - Level design and asset optimization: level design enhancements; custom lobby updates; Arcane Board rune textures and UI integration; Draconic Fury asset pack and related SFX/VFX; water system integration and asset updates (commits b14d89dec01d227499fbe7a8b818e5e380525d2c, 8cc9ad6bbab926850c6424a30113eae38f80227e, 897bc1f542ce55721b34905627321b6fb3f0afde, 74aa532b9f5e12e3fc8ca4e8b0d715633b81aebe, 12d723d20da3f2648693951e7809aabeedf3fd7c, 7dde01989cd5ee0eb27372cf71d66abb9e3b4887, e72140b87e700486fde20faa745ccc5a4aaad339). - New gamemode and UI/UX improvements: added BP_SJEGM gamemode; updated lobby/UI textures and icons; compass widget improvements; various HUD/UI polish (commits adc05c78c68f1b08e181ce65eb04288ede68068e, 8a136c2e0ca83d84d194c843c48cb5be6d903a82, 6ea8cd5c4aa89aa7525be5fe991792715af8798e, 4ec4288273affa394071e9ca15b263d7cdb9dec1). Major bugs fixed: - Seeker FootManager wearing bug fixed; added FootManager safeguards to prevent runtime issues (commits 7414127b6528e0183e2074c88f1ec95079fc4b2d, f39b68ec82a21f291f52d35509cb384884a05cad). - Sound source configuration and various audio-related stability fixes; audio listener handling corrected for accurate 3D positioning (commits b0783cdd6ffbc3829e5432d30db9d915f0d4c678, 3d43962589921dc6ed66f1a557a43b396e404bb5). - Group shortcut bug fix; spike/trap and arrow multicast sound/damage delivery issues addressed (commits 4485af6f40216160b9fa20db8222dbe5fc82c942, 5321230f5dfc707111fcca0c487af10c6ec67fe8, 74043e732e6a2ae5fb1fbaf772ff954f7107c125). - Codebase stability: restored to a previously known stable version after regression; merge conflict resolutions and pre-merge stash handling completed (commits 27b58b1cec0ed81c49f8dcb238cb8530174f32e7, 8a136a318d9f4f9d8dc8dcc657ac00d0fcd9d546). - Debug/info log and tracing cleanup: removed debug logs and DebugLine traces from traps to reduce noise and potential visuals issues (commits e918fbef7c622fa470babbdcf6487178de25750a, 67003906d6eb43648895c53befe92ddae97cfba5). - Visual/audio stability fixes: Draka VFX updates, camera shake adjustments, and arcane board texture/texture-related fixes; fixed multicast/VO issues that affected audio-visual sync (commits e2c44df9477f9181f8d401b562b85986a7326996, 93179fcbcd, various patches listed in the feature/bug entries). Overall impact and accomplishments: - Substantial performance and maintainability gains from CPP-based FootManager, enabling smoother gameplay on lower-end devices and easier future iterations. - Significantly improved audio-visual fidelity and consistency through overhauls in BGM logic, Wwise integration, and VFX/SFX componentization, elevating player immersion and reducing bug surface area. - Accelerated content delivery with new gamemodes, expanded level design assets, and UI/UX enhancements, enabling richer gameplay and faster iteration cycles for live updates. - Strengthened reliability and stability across the project with aggressive cleanup, debugging reductions, and robust safeguards in critical systems (FootManager, traps, audio listeners). Technologies/skills demonstrated: - C++ refactor and blueprint-to-C++ migration for core gameplay systems (FootManager). - Unreal Engine ecosystems: BGM, VFX/Niagara, HUD, UI, and camera systems; asset pipelines and LOD strategies. - Audio engineering: Wwise integration, soundbanks, multicast/dynamic audio, and cross-system audio/UI linking. - Data-driven design and asset optimization: size/LOD reductions, materials/textures optimization, and automated merge/conflict resolution workflows. - QA hygiene and release engineering: aggressive log cleanup, pre-merge stash handling, and stable rollback/restore practices.

May 2025

83 Commits • 36 Features

May 1, 2025

May 2025 performance summary for NbcampUnreal/1st-Team1-Final-Project: Achieved major audio-visual integrations and stability improvements that unlock faster iteration and richer gameplay. Highlights include Wwise initialization and testing, AkAudio build integration, asset cleanup (waves.uasset removal), expansion of trap sounds and VFX (Saw, gears, axes, spikes, mines), footstep and Niagara-based effects with decals, and targeted stability/config fixes (uproject, stencil settings, collision presets, test map adjustments).

Activity

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Quality Metrics

Correctness85.0%
Maintainability84.2%
Architecture78.6%
Performance76.2%
AI Usage20.2%

Skills & Technologies

Programming Languages

BinaryBlueprintC++CSharpGitGit AttributesINIJSONMarkdownMaterial Editor

Technical Skills

3D Asset Integration3D Audio Implementation3D ModelingAI NavigationAI ProgrammingAnimationAsset CreationAsset IntegrationAsset ManagementAsset OptimizationAudio DesignAudio EngineeringAudio ImplementationAudio IntegrationAudio Programming

Repositories Contributed To

1 repo

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

NbcampUnreal/1st-Team1-Final-Project

May 2025 Jul 2025
3 Months active

Languages Used

BinaryBlueprintC++CSharpGitINIJSONUASSET

Technical Skills

3D Asset Integration3D Audio ImplementationAsset IntegrationAsset ManagementAudio DesignAudio Engineering

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