Sky Farm - Mobile Puzzle game
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Development Time: 20 Weeks
Roles: Producer, Lead Programmer, Game Designer Engine: Unity, C# Summary: Sky Farm is an addictive puzzle game where the player must toggle back and forth between the past and future to survive walking through a bear-infested sky. Development Details: As the producer of this project, my responsibilities included managing schedules, deadlines, and directing team meetings.During meetings, the team would go through each change made since the last meeting and iterate levels together. As the main programmer, I made it possible for developers to easily create and edit levels without needing to edit any of the source code. This way, the team was able to fast prototype ideas as everyone on the team of four was a game designer. Currently, all of the assets, except for the sky box texture and sfx audio files, are original assets created by the team. Website: chayuso.itch.io/sky-farm Google Play Store Download: https://play.google.com/store/apps/details?id=com.ParadoxPig.SkyFarm News Article: https://www.informatics.uci.edu/uci-continues-its-winning-streak-at-ieee-gamesig-with-sky-farm/ Awards: |
Crew View - vr/ar set design project
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Development Time: 20 Weeks
Role: VR Developer Engine: Unity, C# Summary: Crew View is an AR/VR application used to visualize theatrical set designs in both a virtual and augmented space. The current industry practice for set designers today is to build small physical models before the full set is constructed, however, this applications allows the production team to visualize those sets in a 1-to-1 scale virtually instead. Development Details: While collaborating with graduate students, from both Computer Science and Theater departments, my role was to be the VR developer for this project which included designing, programming, and testing. The purpose of this application was to create a new medium for set designers to share set designs with their production team before a physically set is built, which could cost thousands. There were also AR versions of this applications developed for both Andriod and iOS where users could also place their sets using the same CAD 3D models they are already accustomed to working with. News Article: www.informatics.uci.edu/novel-ar-vr-theater-class-builds-foundation-for-new-traditions-in-theater/ Awards: |
Wumpus World - AI Project
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Development Time: 10 Weeks
Role: Independent Developer Language: Python Summary: In Wumpus World, the AI agent must attempt to return to its origin with gold while avoiding pitfalls and the Wumpus. The agent can only perceive the tile it stands on and make logical decisions based on those perceptions on what to do next. Development Details: This AI project was split into three parts. For the minimal AI, I started by having the AI move forward and reroute itself back as soon as it encountered a special tile. For the draft AI, the agent would begin to navigate through the world by remembering which tiles its already visited and optimally route its paths that require the least amount of steps. The final AI introduced a more advance navigation system by identifying potential pitfalls and Wumpus locations which improved its performance score. |
potion toss mania - multiplayer project
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Development Time: 10 Weeks
Roles: Producer, Lead Programmer, Game Designer Engine: Unity, C# Summary: Potion Toss Mania is a two-player competitive game in which players must brew and toss explosive potions at each other where the last player remaining with lives wins. Development Details: I held the same responsibilities for this project as previous project Sky Farm, difference being the development time given. I also implemented simple level editing tools for developers for fast prototyping. Each stage is intentionally different in order to offer the player a variety of play styles for replay-ability. My responsibilities included directing team members, the source code, and iterating level designs. Website/Download Link: nean0626.itch.io/potiontossmania |
FRC 2019 Game - Simulator
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Development Time: 1 Week
Role: Developer Engine: Unity, C# Summary: A simulation of the FRC Robotics 2019 Competition field that demonstrates the functions of the basic robot chassis with implemented vision tracking. Development Details: This project was created around the first week of the 2019 build season in order to provide my team a basic interpretation of the year's game. All 3D model parts were provided by the official FRC website, which were used to piece together the field and robot with proper scaling dimensions. This was extremely useful for testing out theoretical vision tracking code that was then implemented in the final design of our robot. FRC Team 597. |
Bomberman - network multiplayer
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Development Time: 10 Weeks
Roles: Producer, Lead Programmer Languages: C++, HTML, JavaScript Summary: A 4-player html multiplayer project of Bomberman. The purpose of this project was to implement and polish network functionality to a game while handling network latency. Development Details: This project first began using a Bomberman single player html/javascript shell, as this project focused on network aspects. The server was developed in C++ using a TCP network connection between html clients. The server was responsible for creating and handling login accounts, making lobbies, game chat, and correctly updating game states to handle latency and fairness. The shell was reconstructed to be a client interface with a new UI design. My contribution as a developer focused mainly on client and server communication and server development. |