Group projects
My most relevant cross-disciplinary game projects and my main contributions to each of them
Echoes in the Murk
- Type:School Project
- Genre:Isometric Co-op Action Adventure
- Reference game:Ship of Fools
- Timeframe:7 weeks (35-40hrs/week)
- Team:6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers, 4 audio producers
- Engine:Dream Engine (Our team's custom engine)
- Libraries I'm working with:Simple DirectMedia Layer, DirectX11, Wwise
My Main Contributions:
- Universal gamepad support using SDL3
- Wwise SDK setup, implementation, and profiling
- Respawning, checkpoint, and out of bounds functionality
- Dynamically generated and UV mapped minimap 🔗
- Heatmap & world LoD system
- Continued development of my deferred rendering decal system
- Light & shadow programming (dynamic mapping, smooth transitions, performance improvements, etc.)
- UI programming & state stack management

Human Takeout: Catch a Meal
- Type:Game Jam
- Genre:Isometric PvP Party Game
- Theme:"Catch"
- Timeframe:2.5 days (~8hrs/day)
- Team:2 programmers, 2 graphical artists, 2 level designers
- Engine:Unreal Engine
My Main Contributions:
- Dynamic camera movement & zoom level functionality
- Player controller functionality
- Player & input UI indicators (functionality + art)
- Environmental lighting tweaks
- Bugfixing assistance for those working on the AI
Blacksite: Deep Horizon
- Type:School Project
- Genre:First Person Shooter & Wave Defense
- Reference game:Titanfall 2
- Timeframe:14 weeks (20hrs/week)
- Team:6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers
- Engine:Dream Engine (Our team's custom engine)
- Libraries I worked with:Nvidia PhysX, DirectX11
My Main Contributions:
- PhysX implementation & simulation management
- Generation of PhysX geometric shapes & triangle meshes based on level geometry
- Player controller structure & PhysX based movement system 🔗
- Light & shadow programming (smooth shadows, ambient light fade, reducing banding issues, etc.)
- Perspective camera view frustum culling 🔍
- Deferred rendering decal system 🔗
- UI programming & state stack management
- Render pipeline management
- Directed camera intro
Order of the Roses
- Type:School Project
- Genre:Isometric Action RPG
- Reference game:Diablo 3
- Timeframe:10 weeks (20hrs/week)
- Team:6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers, 4 audio producers
- Engine:Dream Engine (Our team's custom engine)
- Libraries I worked with:DirectX11, WWise, ImGui
My Main Contributions:
- Enemy AI with decision tree behavior, group AI, object pooling, and factory pattern 🔗
- A-Star NavMesh pathfinding algorithm with funneling 🔗
- Projecting 2D mouse coordinates into a 3D game world using a perspective projection camera 🔍
- Custom colliders & collision management with runtime visualization 🔍
- Deferred rendering(PBR) & post-processing
- SFX & BGM playback using WWise
Old Projects
Carl Off Duty
- Type:School Project
- Genre:Isometric Action RPG
- Reference game:Tunic
- Timeframe:8 weeks (20hrs/week)
- Team:6 programmers, 4 graphical artists, 3 level designers
- Engine:The Game Engine (TGA's own engine)
- Libraries I worked with:bass, nlohmann json
My Main Contributions:
- Enemy AI with state machine behavior, object pooling, and factory pattern
- A-star 2D grid pathfinding algorithm
- Environmental game objects (e.g. checkpoints, doors, level transition triggers)
- Animation playback & state management
- SFX & BGM playback using bass
Desolate Soul
- Type:School Project
- Genre:Side-scrolling(2.5D) Action Platformer
- Reference game:Ori and the Blind Forest
- Timeframe:12 weeks (20hrs/week)
- Team:6 programmers, 4 graphical artists, 3 procedural artists, 3 level designers
- Engine:The Game Engine (TGA's own engine)
- Libraries I worked with:ImGui, nlohmann json
My Main Contributions:
- Player controller
- Collision management
- Environmental game objects (e.g. platforming hazards, moving terrain that squishes the player, platforms that allow falling through)
- Animation playback & state management
hAIst
- Type:School Project
- Genre:Isometric Mobile Puzzler
- Reference game:Lara Croft GO
- Timeframe:6 weeks (20hrs/week)
- Team:6 programmers, 4 graphical artists, 3 procedural artists, 2 level designers
- Engine:Unity
My Main Contributions:
- Environmental game objects (e.g. movable pillars, breakable floors, laser hazards, elevators)
- Dynamic swipe input calculations to determine correct player movement direction regardless of camera angle
Astro Chase
- Type:School Project
- Genre:Infinite Runner & Platformer
- Reference game:Temple Run
- Timeframe:6 weeks (20hrs/week)
- Team:5 programmers, 3 graphical artists, 3 procedural artists, 2 level designers
- Engine:Unity
My Main Contributions:
- Pickup & power-up programming
- HUD UI programming (level progress bar, coin counter, hp counter)
- Collision management
- Script configuration & functional game object placement in levels