GROUP PROJECTS

Cross-disciplinary game projects and my main contributions to each of them, ordered newest to oldest.

Blacksite: Deep Horizon

  • Genre:
    First Person Shooter & Wave Defense
  • Reference game:
    Titanfall 2
  • Timeframe:
    14 weeks (20 h/week)
  • Team:
    6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers
  • Engine:
    DreamEngine (our team's custom engine)
  • Libraries:
    Nvidia PhysX, DirectX11, FBX SDK, Recast, bass, ImGui, nlohmann json
My Main Contributions:
  • Multi-purpose gun utilizing PhysX
    • Manual and automatic reload
  • Design & implementation of three distinct ammo types (Beam, Rocket, Goo)
    • Raycasted Beam Ammo for continuous damage output
    • Rocket Ammo projectiles unaffected by gravity for AoE damage
    • Goo Ammo projectiles that bounce on walls and spawn temporary decals where they land, slowing enemies
  • Two upgrades per ammo type, designed to affect each type in meaningful ways
    • Beam: increased width (additional raycasts) & range
    • Rocket: increased magazine & AoE size
    • Goo: increased puddle size & duration
  • Environmental game objects (upgrade stations, proximity check & upgrade logic)
  • Currency gaining and spending logic
  • Animation playback and state management
  • SFX & BGM playback
  • General project management & QA

Order of the Roses

  • Genre:
    Action RPG
  • Reference game:
    Diablo 3
  • Timeframe:
    10 weeks (20 h/week)
  • Team:
    6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers, 4 audio producers
  • Engine:
    DreamEngine (our team's custom engine)
  • Libraries:
    DirectX11, FBX SDK, Recast, WWise, ImGui, nlohmann json
My Main Contributions:
  • Player controller including action combat
  • Design & implementation of six unique attacks & abilities (light attack, heavy attack, charge, AoE, cylindrical beam, stat buff)
  • Animation playback and state management
  • WWise implementation
  • General project management & QA

Rockin' Rodents

  • Genre:
    Isometric Action RPG
  • Reference game:
    Tunic
  • Timeframe:
    8 weeks (20 h/week)
  • Team:
    6 programmers, 5 graphical artists, 3 level designers
  • Engine:
    The Game Engine (TGA's own engine)
  • Libraries:
    DirectX11, FBX SDK, ImGui, nlohmann json
My Main Contributions:
  • Guitar-playing mode (Zelda-style intrument playing, directional inputs play different notes)
  • Chests & pickups programming (keys, songs with note sequences for the guitar)
  • Environmental game objects (locked doors, musical doors unlocked by the guitar songs)
  • Animation playback and state management
  • Menu UI programming (all menus & settings, intro slideshow)
  • Exporting and importing levels with object information, from Unity to TGE
  • Animation playback and state management
  • Prefab creation
  • SFX & BGM playback
  • General project management & QA

The Flame Within

  • Genre:
    Side-scrolling (2.5D) Action Platformer
  • Reference game:
    Shovel Knight
  • Timeframe:
    12 weeks (20 h/week)
  • Team:
    6 programmers, 4 graphical artists, 3 procedural artists, 3 level designers
  • Engine:
    The Game Engine (TGA's own engine)
  • Libraries:
    DirectX11, FBX SDK, bass, ImGui, nlohmann json
My Main Contributions:
  • Animation playback and state management
  • Menu UI programming (all menus & settings, intro slideshow)
  • HUD UI programming (score counter, HP counter, pickup counter)
  • Pickup & power-up programming
  • Collision management
  • Environmental game objects (e.g. breakable blocks, ladders, wisps that can be jumped on)
  • Exporting and importing levels with object information, from Unity to TGE
  • Animation playback and state management
  • Prefab creation
  • SFX & BGM playback
  • General project management & QA

Beaver Fever

  • Genre:
    Infinite Runner
  • Reference game:
    Subway Surfers
  • Timeframe:
    6 weeks (20 h/week)
  • Team:
    6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers
  • Engine:
    Unity
My Main Contributions:
  • Player controller
  • Animation playback and state management
  • Pickup & power-up programming
  • Menu UI programming (all menus & settings)
  • HUD UI programming (level progress bar including previous death location, pickup counter)
  • Previous death location in 3D (beaver ghost model)
  • Collision management
  • Boss chasing logic
  • Prefab creation
  • SFX & BGM playback
  • General project management & QA