PROJECT NAME: "SOS" (IN-PROGRESS, COMPLETE BY MAY 2020)
18-Person Project (Mobile Game) Created for "Advanced Games Project (AGP)" (CTIN 491) Class at USC (Fall 2019), taught by Danny Bilson, Jim Huntley, Aaron Casillas, and Laird Malamed. Made using Unity. Directed by Brooke Jaffe. My Role: Producer.
Game Description:
Project Name: "SOS" is an upcoming mobile gyroscopic platformer game created by 18 team members, which include the director, producer (me), game designers, engineers, artists, musicians, usability lead, and the marketing lead.
My Project Role:
Assigned and tracked tasks for each team member, worked on multiple excel spreadsheets and HacknPlan (task tracking software for game development) to track weekly progress, regularly checked up with team leads and members, communicated between professors and the team, facilitated two full team meetings every week, and attended team breakout meetings (for design, art, and engineering).
BLINDFIRE
Two-Person Project (Computer Game) Created For "Intermediate Game Development" and "Intermediate Game Design Workshop" (CTIN 484/489) Classes at USC (Fall 2018), taught by Peter Brinson and Michael Annetta. Made using Unity 2018.
Game Description:
Blindfire is a first-person, online multiplayer competitive arena shooter game created by me and Yuhao He. Collaborated with senior musician students from the Berklee College of Music who provided original music and sound effects.
The objective is to shoot to kill the other player to win the game. Players' health are constantly drained, but can be healed beneath the healing flame by looking up.
Play Instructions:
- Movement -
Move mouse to move camera
Press “W”, “A”, “S”, “D” keys to move
Press “Spacebar” key to jump
- Shooting -
Left-click on mouse to shoot
Right-click on mouse to aim-down-sights
Press “R” key to reload
Press “E” key to enable/disable flashlight
- Healing -
Beneath the healing flame, look up to heal
The healing flame expires in 10 seconds and then respawns at a random place
If healing flame is consumed by a player instead of expiring itself, there will be a small flash
- Health -
Your health will be drained every second
The draining rate will double every 30s, and it starts at 1 health/second.
My Project Role:
Designed game mechanics and ideas, created level, programmed basic game mechanics, tweaked game mechanics, set tasks for the team, and coordinated and communicated with audio designers.
Note: All music is original, art and some sound effects from Unity Asset Store, some original sound effects
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ALCATRAZAM
Solo Project (Computer Game) Created For "Digital Media Workshop" (CTIN 290) Class at USC, taught by Peter Brinson. Made using Unity 2017.
Game Description:
Alcatrazam is a first-person game in which you play as a person accused of treason and jailed in a dungeon of labyrinths, and with the help of an omniscient Wizard friend of yours, Alcatrazam, you are to escape by jumping through multiple portals he has created throughout the dungeon. But he isn't very good at creating proper magical portals, so this labyrinth becomes even more complex to escape from.
Play Instructions:
Use the "W", "A", "S", "D" keys to move the character, and hold down the "shift" key with any of those movement keys to sprint
Use the "spacebar" key to jump
Use the mouse to look around
My Solo Project Role:
Designed game mechanics and ideas, created levels, programmed teleportation mechanic and level/menu switching mechanic, created and implemented narrative and narration voice (recorded my own voice), and tweaked game mechanics.
Note: Art and music from Unity Asset Store, first-person controller provided by the teaching assistant of the class.
THE UNFORTUNATE SIDE EFFECTS OF ADOLESCENT DREAMING (T.U.S.E.O.A.D.)
Group Project (Computer Game) Created For "Digital Media Workshop" (CTIN 290) Class at USC, taught by Peter Brinson. Created with Lori Fu and Sabrina Lam. Made using Unity 2017.
Game Description:
The Unfortunate Side Effects Of Adolescent Dreaming (T.U.S.E.O.A.D.) is a first-person game in which you play as an adolescent. It is a very dream-like experience and has very vibrant use of colors.
Play Instructions:
Use the "W", "A", "S", "D" keys to move the character
Use the "spacebar" key to jump
Use the mouse to look around
Press the displayed keys when prompted
My Group Project Role:
Designed game mechanics and ideas, created levels, created and implemented narrative and narration voice (recorded my own voice), tweaked game mechanics, and facilitated group communication and meetings.
Note: Art from Unity Asset Store, music from online, first-person controller provided by the teaching assistant of the class.
THE MANSION
Solo Project (Computer Game) Created For "Digital Media Workshop" (CTIN 290) Class at USC, taught by Peter Brinson. Made using Unity 2017.
Game Description:
The Mansion is a first-person horror game. You play as a man, and the narrator is yourself. As if you are dreaming, you begin the game in a mansion that you used to live in when you were a child, which contains multiple hallways and rooms. The mansion is empty and creepy. As you walk through the mansion, you narrate about your childhood life, and of your family, and how your family mistreated you and later abandoned you in this house as you cried and begged for forgiveness. The setting becomes increasingly disturbing and supernatural, because as you try to escape from the mansion, you only find yourself entering another instance of the same mansion, which is more unsettling than the previous instance. This is because the memory haunts you more and more as you try to get rid of it. There are three instances of the mansion that you walk through in total, and the main path is linear. The game ends at the end of the third instance of the mansion, when the player finds out he cannot escape it, as the door that usually leads out is locked, emitting a glowing red light, which is indicative of danger and intensity, and he is therefore trapped. This is a story of a man’s haunting memories taking over his thoughts. It is a horror game that is focused on making the player feel unsettled.
Play Instructions:
Use the "W", "A", "S", "D" keys to move the character
Use the "spacebar" key to jump
Use the mouse to look around
My Solo Project Role:
Designed game mechanics and ideas, created levels, programmed level/menu switching mechanic, created and implemented narrative and narration voice (recorded my own voice), and tweaked game mechanics.
Note: Art and music from Unity Asset Store, first-person controller provided by the teaching assistant of the class.
LEE–ENFIELD MK III RIFLE MODEL AND ANIMATION
Solo Project (Model and Animation) Created For "Introduction to 3D Computer Animation" (CTAN 452) Class at USC, taught by Dariush Derakhshani. Made using Maya 2017.
Description:
This is a model and animation of a Lee–Enfield Mk III Rifle created as the Final Project for the class. We were to choose to do something that we wanted for this final project, so I decided to model and animate a rifle. I referenced online videos and images of the actual rifle when creating this.
My Solo Project Role:
Chose idea for project, modeled the rifle, added color to the rifle, animated the rifle, animated the camera movement, and tweaked the rifle animation and camera movement.
Play Screen 1 | Play Screen 2 | Menu Screen |
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ZOMBLAST
Solo Project (Computer Game) Created For "Intro to Game Development" Class at NYU, taught by Mitu Khandaker-Kokoris. Made using Unity.
Game Description:
Zomblast is a top down single player 2D survival game set in Hong Kong in 2048. This is a time of apocalypse, as a deadly virus has infected most of the population of Hong Kong. You play as HKCP-1800, part of the cybernetic police force and one of the few people who are immune to the virus. On one night, you have been assigned to guard a major intersection on the streets of Tsim Sha Tsui so that a convoy transporting the anti-virus can pass through later safely. You have been ordered not to leave the intersection at all costs. Not long after you have arrived there, you realize you have attracted the attention of The Infected Ones. You engage in combat with them as they stagger towards you, dripping with blood.
You wield a deadly Plasmic-Tesla Rod, capable of instantly obliterating your enemies, but its effectiveness is short in range and so you have to constantly deal with risk and be too close for comfort with the enemies. You can attempt to dodge and swerve between enemies in this arena-like space as they endlessly surround you from all directions, with each enemy moving at different speeds. More and more enemies also appear as time passes. You have a limited amount of health, and so you can only be attacked by the enemies for a few times before you die.
There is a timer that counts how long you have survived for, and the desire to achieve a high score is essential to the appeal of this game. This is a game about the inevitability of losing, about inevitable death in this apocalypse, as you cannot necessarily win, but only achieve greater high scores in your survival times.
Play Instructions:
Use the "W", "A", "S", "D" keys to move the character
Use the mouse to rotate the character and the weapon, as the mouse cursor indicates the direction to face
Click the left mouse button when the weapon is in range of an enemy to attack
My Solo Project Role:
Designed game mechanics and ideas, created level, drew all the game art (referenced character models from the game, Hotline Miami), animated characters/actions/reactions, programmed everything (including all game mechanics), composed and implemented music, created narrative, and tweaked game mechanics.
BIKE BOY
Short Film Created With Jessica Bui For "Digital Media Workshop" Class at USC, taught by Peter Brinson. Edited using Adobe Premiere Pro.
Description:
Bike Boy is a short film about a boy's journey in learning to ride a bike. The task for this project was "to depict a character who must make a difficult decision." We were to explore the role that pacing plays in storytelling.
My Group Project Role:
Designed and wrote narrative and ideas, casted other actor, helped to shoot film, acted as main actor in film, edited all of the film, incorporated music and sound effects to sync with visuals in editing, tweaked narrative and editing, and facilitated group communication and meetings.
Note: music and sound effects from online.