FEATURED PROJECTS
STICKY FEET (2019-present)
About: A suspenseful thriller 3D platformer where you play as a lizard in a dilapidated trailer home. What I did: I created this passion game project from the ground up, consisting of but not limited to - art, animation, integration, lighting, music, as well as scripting. Built an immersive world, taking into account the suspense-filled tension that I wanted to evoke. Team Size: Solo Project Length: Ongoing Engine and Tools: Unreal Engine 4.0, Autodesk Maya, Substance Painter |
Minute - A TINKER's TALE (2023)
About: A narrative driven 3D action hack-n-slash platformer where you play as a small wind-up toy in a Tinkerer's workshed. What I did: Led the aesthetic development of a 3D game in a custom engine. Used knowledge of 3D art and technology to create all 3D Art Assets and Animations of the game. Modelled and textured all models. Hand-rigged with custom parameters and blendshapes, created all game-ready animations from scratch. Provided art direction to 10 members of the team. Scripted technical art features directly in engine using C#. Collaborated closely with graphics programmer and animation programmer to solve technical issues. Studio: Arcadia Project Length: 6 months Engine and Tools: Unity, Ouroborous (Custom Engine), Autodesk Maya, Substance Painter |
BLURGHA ATTACK (2023)
About: A short animation project where I explored new Unreal Engine 5.0 tech to spearhead a full-fledged production. What I did: Created an animation using an online rig I found, and I scripted a small system in Unreal Engine 5.0 to layer procedural animations on top, to serve as a demonstration of how designers can use tools to help streamline pipelines and development processes for animators. Team Size: Solo Project Length: 1 month Engine and Tools: Unreal Engine 5.0, Autodesk Maya, Quixel |
AEGIR (2022)
About: An immersive suspense-filled 3D spatial experience about navigating an underwater mining facility. What I did: Led a team as the Visual Director for a 3D project centered around creating a interactive spatial experience in Unreal Engine 5. Directed the cinematography and sequenced the entire experience. Developed the overall visual style for the experience, working closely with the project team to ensure the vision was cohesive. Devised and utilized a color progression technique to drive emotions and build suspense in the experience Studio: RGK Summertime Besties Project Length: 3 months Engine and Tools: Unreal Engine 5.0, Figma |
FIDES (2022)
About: An aesthetic narrative 2D platformer based around light and shadows which teaches players to have faith in themselves. What I did: Led the design direction for a narrative driven game as the design director. I created all aspects of the game's design from level design, to gameplay, to narrative, to dialogue. Prototyped the game idea in Unity alone. Collaborated with Art Lead to integrate assets and bring forth her artistic vision, and collaborated with engine programmers to incorporate the Unity prototype into their custom engine. Brought to life a provocative experience that tugs on heartstrings. Created a new style of game design document in the form of a magazine, and did the layout and visual direction for it myself. Studio: Black Eye Studios Project Length: 6 months Engine and Tools: Unity, Plushie Engine (Custom Engine), Figma |
PIPER (2021)
About: A 2D rhythm-based game where players play different virtual musical instruments in order to save a town from a rat plague. What I did: Directed the development of a 2D aesthetic rhythm game that doubled as a virtual instrument. I designed the overall aesthetic narrative experience and used subtext in level design to further deliver the story. I worked as the technical lead and scripted many of the game's core architecture and major systems such as the character controller, dialogue, AI, and game states. I collaborated with artists to integrate their work into Unity Engine, and supervised their picking up of the software. Studio: Freshman Dough Critical Reception: Featured at the Singapore Art Science Museum as part of the Virtual Realms: Videogames Transformed event from the 10th-12th of September 2021. Project Length: 3 months Engine and Tools: Unity |
Technical Projects
Houdini Vase generator tool (2023)
About: Vase Generator Tool made in Houdini that allows for Pre-Baked Destruction and Mesh customization. What I did: Made a procedural vase generator tool in Houdini, which allows a user to customize the vase mesh and simulate fracturing and destruction. I did this project for learning purposes, and focused on learning concepts and processes in Houdini. Project Length: 1 day Engine and Tools: Houdini |
PROCEDURAL MESH-GENERATION Tool (2022)
About: Experimental project to make Procedural Mesh Generation Tools in Unreal Engine 5.0 using GeometryScript. What I did: Explored making a custom tool with Blueprints within Unreal Engine 5.0 meant to procedurally generate meshes. I did this project for learning purposes, through hands-on with the new technology that Unreal Engine 5.0 released. Project Length: 1 day Engine and Tools: Unreal Engine 5.0 |
Mesh Slasher tool (2022)
About: A Mesh-Slasher Tool for Autodesk Maya, made using PolygonFlow's GraphN. What I did: Explored utilizing GraphN's Visual Coding pipeline to script a tool meant to help streamline 3D modelling processes for game artists, allowing them to quickly cut up meshes inside Autodesk Maya using GraphN. I did this project for learning purposes, through hands-on with new technology. Project Length: 1 day Engine and Tools: Autodesk Maya, GraphN |
MESH BOOLEANs in ue5 (2022)
About: Experimental project utilizing Unreal Engine 5.0's Geometry Script to explore mesh boolean functionality. What I did: Explored creating Mesh Boolean functionality with Blueprints within Unreal Engine 5.0.I did this project for learning purposes, through hands-on with new technology that Unreal Engine 5.0 released. Project Length: 1 day Engine and Tools: Unreal Engine 5.0 |
GAME JAMS
B.B.B (2021)
About: A short, fast-paced, action game where the player controls a BatteryBot, who frantically tries to keep a family of Babybots charged up in order to prevent the game from crashing. What I did: Built a game in 48 hours with a team of three to hone art and design skills. Scripted auxillary systems and game states in C#. Solved design problems, created character art assets and animations, polished and juiced up the game with SFX and VFX. Team Size: 3 (myself, Yumi Leow, Jedidiah Cheng) Project Length: 48 hours Critical Reception: #219: Overall, #25: Presentation (of 5882 entries) Engine and Tools: Unity, Photoshop |
Slumber (2021)
About: A quaint little game about a Dungeon Mob trying to keep a bunch of her babies in their deep sleep. What I did: Built a game in 72 hours alone to improve my game prototyping speed. Designed and scripted the game, created character art assets and animations, polished and juiced up the game with SFX and VFX. Team Size: Solo Project Length: 72 hours Critical Reception: #48: Graphics, (of 3866 entries) Engine and Tools: Unreal Engine 5.0, Autodesk Maya, Quixel |
Monet Heist (2020)About: A trippy 2nd person perspective game where you try to rob a museum artifact by controlling a character through the security cameras. What I did: Built a game in 48 hours with a team of five. Led the creative and design vision to create something truly unique, created 3D character art assets and animations, provided visual and thematic direction to harmonize the 2D and 3D aspects of the game. Studio: Space Quackers Project Length: 48 hours Critical Reception: Publicly listed on VirtualSea Engine and Tools: Unity, Autodesk Maya |
We Have A problem (2021)About: A chaotic game where you have to fix an exploding spaceship before time runs out. What I did: Built a game in 7 days with a team of four. Led the creative and design vision. Scripted, animated and polished the character controller with SFX and VFX. Collaborated with the artist to integrate her art into the game. Team Size: 4 (myself, Yumi Leow, Megan Lee, Jedidiah Cheng) Project Length: 1 week Critical Reception: #9: Graphics, #87 Overall (of 1725 entries) Engine and Tools: Unity |