Manage Your Robot Production Facility And Become A Tycoon
Story sets in the futuristic Tokyo around year 2060. A time when artificial intelligence flourishes and the production/sale of robots are ubiquitous. Tokyo Robot Club, TRC for short, is a renowned laboratory based underground for producing robots for pleasure. You play as Professor Yamada, 60 years old facility head, who once made a deal with the devil, now determine to make the best robot possible.
Create, train and trade your own robots. Emerge yourself in a story-driven gameplay in which you can either choose to stay as a capitalist pig milking shit load of cash out of this shady business, OR show some love and compassion to fellow robots and to the miserable life they are living.
This is a solo project and is still WIP. Expected release date is near the end of 2019 or Spring 2020.
Build your village on a sheet of paper: A Narrative RTS
THIS IS A BORING STORY! is a narrative RTS where the player controls a group of villagers drawn on a sheet of paper. Starting with just two villagers, you must cut down trees, build huts, and grow your village. However, be wary of the eraser, as what else could be as deadly to a village made of graphite?
This was a 3 month class project for CTIN-532(Interactice Design and Production)at USC. This class is instructed by Richard Lemarchand, former Lead Game Designer for the Uncharted series at Naughty Dog.
The class objective is to learn video game production and to produce a game, from prototyping to release candidate, within a two-person team. Michael Lu was my teammate.
The development of this game was a process in which various important game design methods were used, for example, concentric development, playtesting, and metrics. Development underwent stages of ideation, prototyping, preproduction(vertical slice), full production, alpha/beta milestone, and post-production.
Design & Programming: Designed and programmed game loops, special game events, and game framework for handling input and UI.
Art & Animation: Hand made images and animations for in-game characters and events
Obtaining the power of manipulating UI elements, W1ll is on a journey to be freed from a virus program. Help W1ll to reach the final destination before tentacle-like viruses corrupt player's user interface.
Made for USC Mega "Newbies and Vets" Game Jam in October 2019. Worked with an 8 people team.
My role: Design and Direction, Lead Programming and Level Design
Molecular Interaction using New Technology (2016 - 2019)
Molecular Exploration Gamified In Virtual Reality
MINT, short for Molecular Interaction using New Technology, is a fully-fledged molecular visualization and manipulation VR platform that I developed since 2016. MINT introduces a new approach of conducting molecular exploration, research and drug discovery by leveraging an intuitive gamified user interface and an immersive experience.
This project was initiated by the Chopra Lab from Purdue Institute of Drug Discovery in 2016 and I was recruited as the main developer to work on its gameplay implementation. Using Unity3D and HTC Vive, I designed and developed the majority of its gameplay pipeline and user interface from scratch. Areas I have contributed on MINT include but not limit to: graphics and rendering, code framework, UI, I/O, gameplay mechanics, VFX/SFX and testing/debugging.
Since its public announcement, MINT has been featured in multiple conferences, presentations and public events regarding biochemistry. Several public demos were conducted on occasions like the Purdue Day at Indiana Statehouse and the 255th American Chemistry Society Annual Meeting in New Orleans. The program has also been deployed in a Molecular Modeling Lab for AP Chemistry study around Indiana area.
Light at the End of the Tunnels(2019 - 2020) + Obtuse (2019 - 2020)
VR Horror Experience & 2D Arcade Style Puzzle Game
These are the two work-in-progress projects that I have been participating since September 2019.
Light at the End of the Tunnels
A virtual reality horror experience in which player explores a monster-filled cave in a mine cart and tries to complete/update a monster journal. This is a master thesis project for a MFA student at the University of Southern California.
Role: Lead Engineer. My work includes developing core game mechanics like mine cart movement controller, monster interaction and gameplay managers.
Summon Any Object In Virtual Reality With Your Voice
Imagine a VR wishing machine that can generate any object in front of you through your voice command.
For VR application and game development, voice input and sound effect are oftentimes considered as lesser contributing factors than things like, for example, visuals and interactions. To experiment with these two elements and to explore their possibilities of enhancing immersive experience, I developed this demo project named QuietVR with Unity3D.
QuietVR uses voice recognition to pick up words the player speaks, and then turns those words into actual 3D objects by communicating with Google Poly, a cloud-based 3D model sharing platform. By making a search request in Poly's database, QuietVR fetches whichever 3D model that is most related to the spoken phrases, and then presents it in front of the player. Because of the ever-growing nature of Poly, every fetch is potentially different.
The game of Shinsa, a hex grid chess game, was first introduced in the science fiction novel series written by two famous mathematicians Tim Poston and Ian Stewart. We reached out to them and were tasked with developing a web-based version of Shinsa.
Using Unity, I developed most of its frontend gameplay and chess piece behaviours and implemented its unique ruleset/strategy.
In 2015, I founded Purdue Virtual Reality Club, and for two years as the club president, I leaded the group of club members as a team and a family, dedicating ourselves to produce VR content and to cultivate a community at Purdue.
From 2016 to 2017, we not only collaborately worked on multiple VR projects/prototypes as a team, but also encouraged development of individual projects within the club.
Besides project development, the activities I helped to organize include weekly meetings, public presentations, community outreach and collaboration with other academic/research branches at Purdue. In 2016, HTC Vive seeked our help for a public demo at Purdue after Vive's public release.
With the help of Dr. Gustavo Rodriguez-Rivera from Purdue Department of Computer Science, we co-founded the course CS390VRA(Virtual Reality Application) in the CS curriculum at Purdue University. 390VRA accepts around 40 students per semester and it teaches student VR application/experience development by modern game engines like Unity3D and Unreal.
I worked as the head teaching assistant for this class from 2016 to 2017. My responsibilities include making course tutorial and material, coordinating class and grading exams.
Redefine Surrealistic Arts Using VR Painting Tools
This is a series of 3D artworks that I created in 2018. Using VR painting tools like Tilt Brush and Google Blocks, I focused on reconstructing famous surrealistic artworks made by artists like Salvador Dali and Francis Bacon. These artworks were released on Google's 3D model sharing platform Poly.
The list of artworks made in this series:
Dream Caused by the Flight of a Bee Around a Pomegranate a Second Before Awakening by Salvador Dali
Three Studies for Figures at the Base of a Crucifixion by Francis Bacon
Tower Defense Featuring Healthy Diet Versus Junk Food
Dinning Defense is a game prototype that I developed and programmed using Unity3D engine in 2015. It is a tower defense game featuring a theme of healthy food going against waves of junk food army. This game was associated with the course CS408 Software Testing and it was used as a test subject for students to conduct software debugging and testing.
I purposely injected a variety of bugs and defects on gameplay elements and user interface into this program. Making a bad game is easy but making the ultimate bad game might be a little bit more challenging than you think. The questions being asked are things like: How to introduce unbearably bad-looking visual defects? How to align UI elements so that they couldn't be more confusing for players? And how to precisely disrupt the balance of gameplay by making intentionally bad design choices?
VR Environment For Wellness Benefits And Performance Training
Execuwell VR is a virutal reality application aiming to facilitate performance training and stress relief in work space. It utilizes virtual reality to immerse user in a stress-free virtual environment without external distraction and at meantime tests user's Heart Rate Variability(HRV), which is an indicator for psychological condition.
This was a capstone project from Purdue Computer Graphics and Technology Department and it was sponsored by Execuwell LLC. This project was designed and developed to meet customer's requirements.
Invited to this project as a technical supervisor to offer support on Unity3D and VR but ended up implementing a lot of parts of the pipeline.
"Live2D And Its Application In Game"@ 8th Global Mobile Game and Channels Conference, Beijing, 2013
Invited as a guest speaker to the 8th Global Mobile Game and Channels Conference in Beijing in 2013, I delivered a speech plus presentation about the then emerging technique Live2D and its application in video games.
Live2D is 2D graphics technique introduced in Japan around 2013. It animates a single illustration based on layers without animating frame by frame. It offers a more vivid look to 2D animation, especially to anime/cartoon style aesthetics.
"Molecular Interactions Using New Technology: A Virtual Reality Gaming Platform to Visualize and Manipulate Molecules"
This is a published abstract on Biophysical Journal in 2018, regarding the visualization and manipulation VR platform that my colleagues and I have developed for molecular exploration and drug discover. I worked as the main developer implementing the platform over 2 years of time.
I constructed diagrams and figures for this publication and also composed the majority of its content. The actual paper is still under review and revision as for today.
In this paper, we introduce to readers a new way of interacting with 3D model of complex protein/molecule structures by bringing a VR experience and gamifying the user interface for visualization and manipulation. We argue that our methodology will facilitate the general process of drug discovery and biochemistry education.
Stuck in an abandoned outer space mining facility, the protagonist has to deal with hazardous conditions, space horror in order to uncover the story behind.
This was the very first group project Purdue Virtual Reality Club developed when I was the club president and leading the programming group.
It was around 2015 and 2016, at a time when VR just started gaining popularity and Oculus DK2 was just released. We had a lot of difficulties working with limited resources and integration. The team was always around 10 - 15 persons across a two semester period and we had people with different talents contributing to different parts of the game: concept arts, story & script, gameplay implementation, 3D modeling & animation, level design and music & SFX.
Too much of an ambition, we couldn't carry it through eventually. There were conflicts regarding team members and time scheduling.
Final progress: Basic character controller was implemented. Interaction with items and environment(door, switch, etc.) A robot companion is made from scratch(concept art->gameplay and interface). The 1st level design was finished. Some gameplay mechanics were set up. (voice log, item inspection, minimap, freeze-time mechanic)
The very first Unity prototype that I built back in 2015.
A 2D platformer with puzzle solving, it tells the story of the Squirrel Brothers working together to get to the wonderland. One squirrel has wing and can fly, and the other has beefy arm that can throw giant nuts. User controls the brothers with mouse and keyboard and earns upgradables along the jounery.
Final progress: Basic gamplay mechanics were implemented(character controller, puzzle pieces, & projectile shooting). A menu mockup was also set up.