Work Collection

Work Collection

Work Collection

Professional

Professional

Professional

Minute

Minute

Overview

Minute is a 3D action platformer where you play as a Wind-up toy in a Tinkerer’s work shed set in the Victorian Age. As a small Wind-Up Toy, you, the player has to rely on your wind-up key to embark on an arduous journey using it to beat up enemies, overcome obstacles and unlock paths.


Created by a team of 11, Minute's core concept is build upon Time. As such, the game's systems and mechanics were designed to revolve around that concept and co-exist with each other seamlessly. The team then shifted towards feedback and polish with a large emphasis placed on the level and combat design.


Genre: 3D Action Platformer, Hack and Slash

Engine: Custom engine, Ouroborous
Team Size: 11

Duration: 15 August 2022 - 11 April 2023
Platform: PC

Role(s) & Responsibilities:

Level Design

  • Designed and built an open-world environment in-engine (e.g., landscape, location of enemy encounters, landmarks, multiple forms of progression gating).

  • Designed and whiteboxed environment storytelling in the open-world.

  • Designed and whiteboxed tutorial segment and player flow.

Narrative Design

  • Contributed to the creation of the narrative concept.

  • Designed the narrative flow of the game.

General Game Design

  • Conceptualized the stamina system and how it would influence the other various systems.

  • Worked on player pacing and gameplay flow.

Visual Effect Design

  • Designed multiple environment visual effects.

  • Designed multiple impact and hits visual effects.

AfterLife

AfterLife

Overview

Afterlife is a top-down RTS set in a post-apocalyptic world filled with zombies. Your job is to control a group of survivors and kill all zombies using strategies and tactics in a close-quarters combat environment.

Created by a team of 6, AfterLife's Idea was to add tactics and caution to an action-packed zombie shooter game. A game that strays away from the conventional platformers and dungeon crawlers that I've done, it is the first RTS genre game I have designed. The intensity of the game was designed to be quick explosive short bursts of action which complimented the game's mood. 

As such a player would need to have the control and feedback required to respond appropriately. Thus, the User Interface and player Feedback in the game were worked on heavily over multiple iterations. Multiple playtests were held internally and externally to refine these features.


Genre: Real Time Strategy, Action, Shooter

Engine: Custom engine, DNA engine
Team Size: 6

Duration: September 2021 - March 2022
Platform: PC

Role(s) & Responsibilities:

Level Design

  • Designed and built close quarters environment in-engine (e.g., landscape, location of enemy encounters, location of pick ups).

  • Designed and whiteboxed tutorial segment and player flow.

Narrative Design

  • Designed the narrative concept and atmosphere of the game.

  • Designed the narrative flow of the game.

General Game Design

  • Designed the game's mechanics and systems (e.g., rewards, progression, AI).

  • Worked on player pacing and gameplay flow.

  • Designed AI behavior (e.g., reaction to noticing the player, targeting, searching for and hunting the player).

  • Prototyped Proof-of-Concept of core systems and gameplay in Unity.

Art & Animation

  • Designed the player and enemy characters including their animations.

  • Designed the environment assets and interactable items.

  • Designed the UI assets in the game.

  • Designed various visual effects (ie, fog, blood splatter)

Timeless Tale

Overview

Overview

Overview

Timeless Tale is an immersive 2D atmospheric logic puzzle game inspired by the story of Hansel and Gretel. Players can travel back and forth in time to discover multiple paths of the tale. Created by a team of 3 during my Junior year in DigiPen Singapore. In the project, I worked on the Level Design, Narrative Structure and Art for the game. 

Created with an aesthetic experience in mind over 10 weeks. With a small team size for a game this ambitious, the designers had to work double roles. A silhouette art style was adopted to ensure consistency between artists as well as quicken the pace of creation. This allowed the designers to push the logic puzzle and narrative of the game. 


Genre: 2D Puzzle Platformer, FairyTale, Mystery

Engine: Unity Engine
Team Size: 3

Duration: January 2021 - March 2021
Platform: PC

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Level Design

  • Designed and built the environment in-engine (e.g., landscape, location of enemy encounters, location of pick ups).

  • Designed and whiteboxed tutorial segment and player flow.

Narrative Design

  • Designed the narrative concept and branching segments in the game's story

  • Designed the narrative flow of the game.

  • Worked on the gameplay cutscenes and cinematics.

General Game Design

  • Conceptualized control scheme and player mechanics.

  • Worked on player pacing and gameplay flow.

  • Designed the various puzzles and multiple forms of progression gating.

  • Created and worked on the Game Design Document.

  • Worked on the game's music and sound effects.

Art & Animation

  • Determined the overall art style in collaboration with our environment artist.

  • Designed the main antagonist including its animations.

  • Designed the environment and puzzle assets.

LunarNauts

Overview

Overview

Overview

Lunarnauts is a 2D sci-fi management game where you command a crew of rowdy apes trying to get to the moon. Manage their food, energy and sanity as you try to keep your spaceship intact before the apes go insane and destroy it.

Created by a team of 4, LunarNauts' core pillars were based off on simplicity, management and quirkiness. The game created within 10 weeks and was designed as a singular stage where players are required to keep the ship's systems functional with the use of its ape crew. 

With a simple drag and drop feature as the core mechanic, the team placed a large focus on feedback and visuals. Where, in order to display the systemic loop we had implemented, we went through multiple iterations of refinements. 


Genre: 2D, Resource Management

Engine: Unity
Team Size: 4

Duration: January 2022 - March 2022
Platform: PC

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Level Design

  • Designed and laid out the different segments of the map.

  • Designed the tutorial segment and player flow.

General Game Design

  • Conceptualized theme and the resource system of the game.

  • Created and worked on the Game Design Document.

  • Directed the cinematics and cutscenes of the game.

Art & Animation

  • Designed the game space and environment.

  • Maintained the mood and theme of the game.

  • Designed the interactable items and environment.

  • Designed the UI assets in the game.

LunarNauts: Escape

Overview

Overview

Overview

LunarNauts: Escape is a 3D exploration game set in space whereby you play as an Ape tasked to escape a failing space station.


A sequel to the first LunarNauts game, we stuck to its core pillars of simplicity and quirkiness. The game was created with a ragdoll control allowing movement to be tricky yet attractive. With a simple movement mechanic in place, the team decided to shift its focus on immersion, visuals and the exploration of the station the character is stranded in.


As such, a diegetic menu was created for players to have a seamless transition into gameplay and simple puzzles were constructed to serve as progression gates. Level design went through multiple iterations, paying extra attention to space, lighting and cinematics in order tell an implicit story.


Genre: 3D Puzzle Platformer

Engine: Unity
Team Size: 5

Duration: May 2022 - July 2022
Platform: PC

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Level Design

  • Designed, whiteboxed and built the environment.

  • Designed and whiteboxed tutorial segment and player flow.

Narrative Design

  • Designed the narrative concept and atmosphere of the game.

  • Designed the narrative flow of the game.

General Game Design

  • Conceptualized control scheme and player mechanics.

  • Worked as product manager, handling the taskings of individual team members.

  • Oversaw the design process, maintaining the theme and mood of the game.

Visual Effect Artist

  • Designed various environmental visual effects using particle system (i.e., sparks, fog )

Grow Inc.

Grow Inc.

Overview

Overview

Overview

Grow inc. is an atmospheric, audiovisual farming game similar to the popular game, Star Dew Valley. As the game progresses, the player will have to manage and harvest crops with the Weather and Time affecting each type of crop.


Created during my sophomore year in DigiPen Singapore with a team of 3. I worked as the Design lead and spear headed the Art and Design for the game. Grow Inc. was created within the span of roughly 3 weeks with its core game concept being centered around simplicity and refinement.


The idea was to have a simple game mechanic based around a core mechanic which would provide an aesthetic experience. At start of the project, I worked on the strategy pattern for the game, balancing the values required for the plants to grow. Once done, I moved on to creating art assets for the game as well as ensuring that the theme and mood was portrayed appropriately. 


Genre: 2D Pixel, Resource Management, Atmospheric

Engine: Unity
Team Size: 3

Duration: November 2021 - November 2021
Platform: PC

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Role(s) & Responsibilities:

General Game Design

  • Designed the core game mechanic and gameplay systems.

  • Concepted the game's theme.

  • Created and worked on the Game Design Document.

Art & Animation

  • Worked as the Art Lead, creating 2D Pixel assets and animations for the game.

  • Directed the overall mood and theme of the game.

  • Designed the UI assets in the game.

Scripting

  • Scripted strategy pattern to allow the code to be modular as the game contains a Weather and Time System that will affect each individual plant.

One Way Out

Overview

Overview

Overview

One Way Out is a 2D Side-scrolling Adventure game where you and your friend find yourselves trapped and injured in the back of a train. Discover clues, solve mini-puzzles and fend off enemies as you make your way towards the front.

Created by a team of 5, One Way Out's core pillars were mystery, horror and self discovery. A game that strays away from the conventional platformers that I've done, it is the first co-op horror genre game I have designed. 

A large emphasis was placed on the overall mood and design of the environment as the team did not want to use dialogues to tell the story. As such, not only the design of the level but props and environment pieces went through multiple iterations before being assembled in engine.


Genre: 2D Puzzle, Mystery, Horror

Engine: Unity
Team Size: 5

Duration: January 2022 - January 2022
Platform: PC

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Level Design

  • Designed and built an open-world environment in-engine (e.g., landscape, location of enemy encounters, location of pick ups).

  • Designed and whiteboxed tutorial segment and player flow.

  • Whiteboxed the different obstacles and progression gating systems.

  • Arranged props in cabins to imply the game's story through environment story telling.

Narrative Design

  • Designed the narrative concept and atmosphere of the game.

General Game Design

  • Worked on players' pacing and gameplay flow.

Art & Animation

  • Designed variations of the main level environment (i.e., locomotive carts, cab and front)

  • Designed various interactable and environment assets.

  • Worked on the visual effects for the game (i.e., fog, tendrils, god rays)

Protocol Mars

Overview

Overview

Overview

ProtocolMars is a simple 2D action platformer where players take control of a rocket ship and are tasked to navigate their way around space while collecting passengers to earn money to buy perks and upgrades to in order complete their mission to Mars.


Created by a team of 4, ProtocolMars' core concept was simplicity and quirkiness. With a simple but touchy control scheme in place, the team shifted its focus towards refinement, polish and the rogue like element of the game. A large amount of time was placed into balancing the resource consumption for the movement and the progression/pacing of the player.


Genre: 2D Action Platformer, Rouge-like

Engine: Custom engine, Ouroborous
Team Size: 4

Duration: May 2022 - July 2022
Platform: PC

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Level Design

  • Designed and built the 3 levels in-engine (e.g., landscape, location of pick ups and pathways).

  • Designed and whiteboxed tutorial segment and player flow.

General Game Design

  • Concepted the gameplay and system.

  • Worked on player pacing and gameplay flow.

  • Worked on the game's balance (i.e., amount of fuel cost, recharge rate, point value)

  • Concepted the rouge-like elements of the game.

2D Art & Animation

  • Designed the player characters including their animations.

  • Designed the environment and interactable assets in the game.

  • Designed the UI assets in the game.

Kindred
Legacy of the Stars

Overview

Overview

Overview

Kindred is a table-top Sci-Fi RPG that place in the far future where students attend a interstellar naval academy to prove their worth in the naval ranks of the intergalactic human empire.

Developed by a team of 5, Kindred's core concept was simply how immersed could we get our players, thus we worked tirelessly on the game's world and systems to ensure that our players felt a part of the world. Built on a Hub and Spoke system to make gameplay more engaging and interactive, we implemented branching narratives and custom areas in which players could visit to read up on the lore of the world creating another layer of immersion.


Genre: TTRPG

Engine: -
Team Size: 5

Duration: July 2021 - August 2021
Platform: Pen & Paper

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Role(s) & Responsibilities:

Narrative Design

  • Wrote and designed the scenario book.

  • Designed the narrative flow of the game.

  • Wrote in-depth lore and worldbuilding that tied in with the mechanics.

  • Designed the different Non-player character's background.

  • Designed several quests and their branching paths.

General Game Design

  • Concepted player mechanics and weapon system.

  • Worked on player pacing and gameplay flow.

  • Designed the different areas of the Hub and Spoke area.

  • Created and worked on the Game Design Document.

  • Designed the point system for equipment.

  • Designed the skills system for player characters.

Art & Animation

  • Designed the player and enemy characters concept.

  • Designed the environment assets for the board.

  • Designed the various instructions manual (i.e., character sheet, codex, gameplay manual, enemy sheet).