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