Solo Project: Gameplay Engineer
This is an ongoing solo learning project for myself to practise 3Cs programming in native C++ for Unreal Engine. The demo includes a third person perspective movement controller with various traversal and camera control features like climbing, vaulting, wallrunning, aiming, taking cover, and so on.
Above are links to the project on GitHub.
Solo Project: Gameplay Engineer, UI Engineer, Game Designer
This is a solo learning project for myself to dive deeper into the Unreal Engine 4 API and Unreal Motion Graphics, as well as integrating native C++ code with Blueprints. I began with a simple endless runner game where the player has to run away from a moving wall while avoiding obstacles, then extended the core game with extra features.
Above are links to the project on GitHub as well as implementation details for important features.
Role: Gameplay Engineer, UI Engineer
Best Blocks is a shape puzzle game where the player forms full horizontal or vertical lines by fitting puzzle pieces on the board, at which point the line is cleared from the board, similar to Tetris. I took part in general gameplay systems implementation and multiple visual overhauls.
Role: Gameplay Engineer, UI Engineer, UI Animator
Word Forest is a word guessing game where the player can use currency earned through gameplay to plant trees to fill up various types of nature sceneries. I was in charge of the forest progression system implementation, and also designed and implemented various animations and visual effects for that system.
Role: Gameplay Engineer, UI Engineer
Word Pets is a word game where the player tries to rescue animals from the game board by dropping them down to the floor. The player has to form words using the letters blocks below the animals before the turn timers expire. I was in charge of implementing core game mechanics and various animal animations.
Role: Gameplay Engineer, UI Engineer
Word Tropics is a crossword puzzle game where the player has to fill up an empty crossboard by slotting in words from a set of words given. I was in charge of implementing the UI and general visual polish.
Role: Gameplay Engineer, UI Engineer
Word Collect is a vocabulary game where players complete levels by finding as many words as possible from the given combination of letters. Special challenge levels with a higher skill ceiling rotate daily and give special rewards based on how well players can guess specific words. I took part in general gameplay systems implementation and also designed and implemented additional animations and visual effects for gameplay.
Role: Gameplay Engineer, UI Engineer
Bingo Heaven is a classic bingo game for mobile devices. It also features a Vacation progression mode where players earn postcards of travel destinations around the world as they play and earn bingos. I took part in general gameplay systems implementation and was also in charge of the Vacation progression system.
Role: Gameplay Engineer, UI Engineer
Casino Slots Games is a collection of slot machine games that emulate real-world slots mechanics using virtual currency. Players can also create and join clubs with others and compete in weekly rankings to earn rewards. I took part in general gameplay systems implementation.
Role: Gameplay Engineer, UI Engineer, Game Designer
Space Ranger Adventure is a collection of mini-games on Android OS, created for the National Institute of Education (NIE) of Singapore. It is used in an ongoing study by NIE to examine the effectiveness of working memory and numeracy training games, with respect to improving children's mathematical abilities. I collaborated with other team members to design the game mechanics and implemented the gameplay.
Solo Project: Gameplay Engineer, Game Designer, Pixel Animator
This is a personal project I started as a coding exercise for myself, as well as a fan tribute to some of my favourite games I played growing up. In this project, I explore the 2D side-scrolling genre and how designs from hack 'n' slash games can be incorporated to create precise and skill-based combat.
Role: Gameplay Engineer, UI Engineer, Game Designer
Blood Collector has the player assume the role of a vampire, who goes out nightly to collect blood from human civillians, while fighting or avoiding vampire hunters. The resource management aspect of the game is challenging as the player can choose to save up all the blood collected to meet a set quota to progress the game or spend it on upgrading the character to collect more blood. I took part in designing the game mechanics and implemented all of the gameplay.
Solo Project: Gameplay Engineer, Game Designer
Acceleration is a spin on simple obstacle-avoidance gameplay by putting the difficult in the controls. The player controls the acceleration on the object instead of direct movement, hence they have to think ahead instead of relying on twitch reflex. Additional obstacle types that slows down or hunts the player also appears as the game progresses.
Solo Project: Gameplay Engineer, Game Designer
Collision plays around with the concept of harmful obstacles usually seen in top-down shooter or platforming games. The moving blades alternate between being harmful obstalces that damage the player or helpful objects that restore the player's shield.
The player's goal is to avoid the harmful obstacles while collecting gold-coloured orbs that appear on the playing field.