EBay and Myer VR Department Store
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In this project, I am responsible for developing a highly efficient data parsing system that is capable of loading thousands of EBay items onto the VR mobile app everyday. Besides, I have participated in designing, coding and testing on some of the immersive VR experience that would enable shoppers to browse and interact with all kind of 3D items similar to what they see in a real department store.
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Boat Racing Mobile Game (iOS & Android)
In this project, I am responsible for designing and developing a boat racing mobile game for an overseas client to extend their existing packs for their game.
Due to the requirement of high resolution 3D forest assets that are created by their art department, I have managed to develop a pipeline that is highly efficient in performing the following areas:
Due to the requirement of high resolution 3D forest assets that are created by their art department, I have managed to develop a pipeline that is highly efficient in performing the following areas:
- Reducing the high poly count of these assets while keeping the look and feel of a high resolution 3D forests
- Create random placement and scaling of a selected set of vegetations on different parts of the track
- Develop a recycling memory system to reuse the track so that the game is optimised for the mobile platform with constantly high frame rate
- http://youtu.be/3Rlv3zvC4h0
Meta Spaceglasses
In this prototype, I am responsible for testing their Unity code which allow user's hand to interact with 3D virtual objects through viewing from their prototype AR glasses with the motion & gesture recognition sensor. Setup VM server & mobile client and coded in Unity to display the 3D Android / iPad device in AR glasses for demonstration. Also assisted in coding & testing the emulation of the finger touch & swipe events on mobile device through the AR glasses.
Natz & Boltz
In this indie game project, I am responsible for coding Unity Mecanim animation system to control the character actions & movement based on player's input and gameplay status. Besides, I have worked on the game combat system covering health and scoring, enemy AI and attack/ defence detection.
SkyPilot Unlimited
In this prototype, I have coded the basic flight sim control in Unity to allow user maneuver the aircraft and also developed the tilting control as well as touch event to select multiple camera view.
Spectra
In this prototype, I have implemented simple waypoints for AI allies and enemies to decide on a certain path and travelled towards their opponents' base. Besides, all AI parties will act in a certain behaviour :-
- Select a path that has NO team spaceship launched in 2 cycles
- If opponents' spaceship found, spaceship move onto Battle with opponent
- Battle with opponents' spaceship
- If opponents' destroyed, spaceship return to usual designed path
- if spaceship has insufficient health, flee from the Battle
Harken
In this prototype, I am responsible for coding a state machine for the AI enemies to decide on a certain behaviour :-
- Patrol
- Chase
- Flee
ColorFall
In my first prototype, I was responsible for developing a simple system that would randomly select from a collection of various obstacles and items based on the current player status and level. The final system can generate all kinds of preset levels that would never be the same which would entice players to keep playing.
Besides, I coded the swinging effect on the player to simulate the free fall action as well as the colour changing of the player and his headlight. On the other hand, I developed the tilting control in the game so it can be played on the mobile platform.
Besides, I coded the swinging effect on the player to simulate the free fall action as well as the colour changing of the player and his headlight. On the other hand, I developed the tilting control in the game so it can be played on the mobile platform.