Projects

Solar Struggle

Try to create a functional solar system or watch the chaos unfold as your solar system falls apart. 

Lumina RGB

Remake of Project Abyss. First-Person puzzler where you mix colored lights! Combine to change physics and overcome the luminous catacombs.

WeKnewables

Award-Winning Tower Defense about building sustainable power structures and buildings.

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MechMedic

3D Exploration Platformer in which players gather cogs in a destroyed city to restore a giant robot at the center.

PROJECT ABYSS

First-person puzzle game where players combine colored lights to overcome the dangers of the abyss.

magic Soccer

Two-player sports game where wizards cast spells to turn the tide of the match.

 

Tile Game

Unity puzzle-platformer prototype in which you can change tiles to overcome obstacles.

Passing On

An exploratory platformer about finding your roots.

Developed for a game jam in two days.

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THE LISTENERS

3D Exploration Adventure game about listening to and adapting to the needs of our world and each other.

Chroma

2D Platformer in which players gain new abilities to restore color to the world. 

Crashball

Multiplayer physics game about launching balls into buildings to gain the most points. 

Fallen Angel

2D Platformer about an angel flying to retrieve halos and feathers to make their way back home. 


Other Projects

Ascenders: A Sky High Espionage RPG

Feb 2018 to Apr 2019

Pen and Paper Roleplaying Game | Solo Project

(Image courtesey of Randis Albion, https://randis.deviantart.com/art/Go-ZETAMAN-GO-135646962)

Narrative System Design:

  • Wrote a fully realized world with a relevant history, environments, characters and item economy that players and Game Masters(GMs) can directly interact with. 

  • Designed a suspicion and security system that encourages playing stealthily to avoid being caught by enemies. 

System Design:

  • Designed a system for mission-critical NPCs which contain variable that can make exploiting them easier or harder depending on their attitude and awareness towards the player. This further encourages them to act stealthily or earn the NPCs' trust.

  • Designed a skill system independent of RPG classes, allowing for flexible growth and a myriad of approaches to completing missions.

  • Added mechanics that encourage in-character roleplaying.

About:
A Pen & Paper Roleplaying game based on performing espionage in a world of floating continents. Aerogues contains a classless system that focuses on utilizing spy skills, making NPC connections and fulfilling faction missions. The game encourages multiple playstyles including pure stealth, diplomacy and violence. Unique NPCs are a core part of the experience and have variables for awareness and attitudes for players to exploit, adding to the super spy feel. All images here are for academic and demonstration purposes only. All images are property of their respective owners. 

(Image courtesey of Space Battleship Yamato 2199 by AIC, TFC, Xebec and Bandai Namco Games. Website source, https://vignette.wikia.nocookie.net/yamato/images/0/01/FloatingContinent2199.png/revision/latest?cb=20140831123049)

(Image courtesey of Space Battleship Yamato 2199 by AIC, TFC, Xebec and Bandai Namco Games. Website source, https://vignette.wikia.nocookie.net/yamato/images/0/01/FloatingContinent2199.png/revision/latest?cb=20140831123049)

(Image courtesy of Onyx by Chris Ryall, Gabriel Rodriguez and Fotos, https://www.idwpublishing.com/product/onyx/)

(Image courtesy of Onyx by Chris Ryall, Gabriel Rodriguez and Fotos, https://www.idwpublishing.com/product/onyx/)

Pinball Revenge

June 2016 to June 2017
Academic Project | Solo Project

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About: Constructed in Unity Engine, Pinball Revenge was made to express the sensation engagement type by providing intense sensory feedback. One plays as a pinball that must crash into multiple bumpers at high speed to open up the flippers at the end of the level to exit.

Mechanics: 

I designed game with simple mechanics to focus on delivering engaging visual and audio effects.

Each level has unique hooks that take pacing, intensity and engagement curves into account to deliver an experience of speed and power. These help expand on the simplistic gameplay and add a sense of satisfaction by overcoming challenges and progressing. 

The addition of a combo system helps drive players to play efficiently for higher scores. Placing bonus coins in different areas of the levels have helped add a sense of Discovery and acquirement.

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GAT250 Gems

May 2015 to July 2015
Academic Project | Solo Project

Mechanics: 

I designed the columns to easily help players predict where exactly they would move. Being able to predict this helps create larger chains. Rewarding more points within the moving columns helped add a greater sense of risk & reward.

The skulls were made to add greater risk and further make players predict where they could create large chains.

The mission system was added to create more short-term goals and award players with big points and more satisfying feedback between levels. These also gave players meaningful choices on where to prioritize working on the board.

About: My sophomore solo project, GAT250 Gems is a match-3 puzzle game in which players click on gems to create like-colored chains to score big points while predicting where some may move.

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Powerful Pinball Game Feel

Sept 2017 to Dec 2017

Kinesthetic Game Feel Project | Solo Project

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About: I took the original Pinball Revenge game I created and focused building on the feel of controlling a powerful pinball. I carefully improved on the ball’s physics to have a reasonable acceleration that built up to a fast-feeling maximum speed. I programmed a camera to follow the player with a slight delay in different directions to make it feel as if it’s trying to catch up with the speeding ball.

UX & Game Feel: 

  • Added an animated, reactive HUD with sound effects to fit the theme of pinball.

  • Implemented a combo system that mutliplies point values and displays them for greater satisfaction.

  • Drew wireframes, increased fidelity, then exported the assets to Unity’s Canvas system and animated them with its Animator.

  • Managed performance using the built-in profiler.

Tree Themed Menu

Jan 2017 to Present

UI Design Project | Solo Academic Project

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UX & Feel:

Using Unity’s Canvas and Animation system, I crafted a menu for a theoretical, nonexistent tree-themed game. The menu moves seamlessly from submenu to submenu by translating the camera among a smooth curve.

Leaf and flower-themed buttons were made using Microsoft PowerPoint. 

The leaves are clicked to move between submenus, small flowers in bloom toggle options on and off and larger flowers transition to other scenes or game states.

All of this results in the feeling of playing with leaves and climbing from branch to branch.  

About: An interactive main menu and pause menu for a theoretical tree-themed game created in Unity Engine. Uses animations and camera movement to create a feeling of moving through a tree and interacting with its leaves and flowers. The pause menu features similar reactive animations for the menu elements. Available for PC and mobile.

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Demolition Vehicles Prototype

Sept 2017 to Oct 2017
Independent Prototype | Solo Project

About: Pitch prototype demonstrating demolition mechanics involving multiple controllable vehicles with unique mechanics and physics.

  • The Bulldozer rams into buildings with its plow at a high speed. The Puncher launches a ball directly in front of it which retracts back into the vehicle.

  • The Wrecking Ball allows you to control the crane with the ball horizontally and vertically, clockwise and counter-clockwise.

  • I designed each vehicle to have different strengths when it comes to destroying buildings. The Wrecking Ball has the highest reach; the Missile Launcher fires across long distances; the Puncher can hit buildings at lower points than others; and the Bulldozer is faster and can run up slopes.

System Designer:

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Project Abyss(a.k.a. Lux Cymix)

Sept 2018 to Mar 2019
Creative Director, System Designer | Light Mixing Puzzle Game   
Academic Team Project, Team Critical Trials, 11 members

Role:
System Designer

  • Designed and rapidly prototyped the build in Unity - coded the light mixing mechanics using C#.

  • Oversaw and held the vision of the game to keep the game focus consistent.

  • Co-wrote the design document for clarity among the team to set a clear roadmap.

  • Cooperated with programmers to elaborate needed tools and features in the custom engine. Discussed creative decisions with team.

  • Co-designed and built levels to demonstrate the mechanics to teammates.

About:

A First-Person puzzle game in which players mix different colored lights together. Depending on the combined color, the lights will affect objects in different ways:

  • Magenta slows down objects.

  • Cyan speeds up movement

  • Yellow reverses gravity.

The prototype shown here was made in Unity.

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