Games
Here are some games I’ve contributed to the development of!
Grimm’s Gambit – Producer, Technical Lead
September 2024 – Present
- A capstone project for UCI’s Game Design Capstone class (GDIM 167A/B)
- A strategy card game that features cards and bosses based on Grimm’s Fairy Tales and tarot cards. The roguelike allows for deck building, and different gameplay with varied encounters
- Utilized the Scrum framework to ensure that all departments, including programming, design, art, and audio, maintained optimal pacing and aligned with sprint goals
- Worked closely with the team lead and a fellow producer to manage a team of 25 members, ensuring tasks were on schedule and deliverables met quality expectations
- Monitored progress for the programming and design teams, regularly reviewing deliverables to ensure alignment with project milestones and addressing blockers proactively
- Conducted sprint planning and retrospective meetings to identify inefficiencies and implement solutions
- Provided input on gameplay design, mechanics, coding review, and coding architecture, reinforcing the team’s efforts and enhancing the final product
A demo of the elementary gameplay loop so far!
A Journey to Babylon – Producer
September 2024 – Present
- A capstone project for UCI’s Game Design Capstone class (GDIM 167A/B)
- A narrative driven 2D action-adventure JRPG experience set in a medieval fantasy world about a woman who seeks Babylon, “The Kingdom of Possibility”, in search of a better life, but must fight otherworldly monsters during her journey
- Utilized the Scrum framework to ensure optimal pacing and efficient project progress
- Created and maintained a Jira board, enabling team members to view and track tasks for each sprint, ensuring alignment with project deadlines and Fall Quarter goals
- Oversaw a team of 8 members and provided guidance to keep tasks on track and deliverables ready for the next sprint
- Regularly facilitated sprint planning and retrospective meetings to improve team collaboration and workflow
- Documented team workflows, sprint outcomes, and retrospective insights to streamline future project phases and provide a foundation for project continuity
Very simple tech demo so far!
Vibetality – Programmer (Unity)
January 2024 – June 2024 (for now…)
Play the demo here! https://6oymilk.itch.io/vibetality
- VGDC at UCI project
- A turn-based combat game about defeating “vibe killers” to save a party!
- Designed and implemented an ActionQueue data structure to manage turn-based combat mechanics efficiently
- The system handled action prioritization, turn sequencing, and resolution to ensure smooth gameplay
- Developed an interactive menu system displaying character profiles, including stats, abilities, and health, enhancing the player’s strategic decision making and overall user experience
- Worked closely with team members from design, art, and programming departments to integrate gameplay features seamlessly into the game
- Optimized the ActionQueue structure for scalability and performance, ensuring it could handle increasingly complex interactions as the game evolved
- Conducted testing sessions to gather feedback on the combat mechanics and menu interface, refining the implementation to improve responsiveness and usability
A clip of our main menu and volume settings!
A clip of the elementary combat gameplay loop!
A Gamer’s Dilemma DEMO – Producer, Writer, Game Designer (Unity)
April 2024 – Present (on pause)
- Project started in GDIM 61 at UCI during the Spring 2024 quarter
- A psychological visual horror novel where the player must figure out the identity of a small town serial killer
- Designed, programmed, and polished three mini games to enhance gameplay variety and integrate seamlessly with the story’s themes and pacing
- Co-wrote the game demo’s dialogue with a fellow team member with multiple branching dialogue paths, each influenced by player choices
- Conceptualized and implemented meters that track character interactions and determine possible endings
- Conducted playtesting sessions to gather feedback on narrative cohesion, mini game functionality, and player interaction mechanics, and iterated on the design to improve player immersion and satisfaction
Screenshot of one of the dialogue options!
Story tree and dialogue created by me and the team’s fellow writer and UI/UX designer!
Employed to Scale – Programmer (Unity)
August 2024
A submission for the GMTK 2024 Game Jam (Rank 264 in creativity!!!): https://unbearably.itch.io/employed-to-scale
A 3D puzzle about being an overworked employee that is suddenly transported to their modeling program, and must find a way to escape!
- Designed and implemented responsive controls, including nuanced side jumping physics, to provide players with precise movement and interaction in a 3D environment
- Developed and polished the main menu system, integrating options such as “Start Game”, “Restart”, “Settings”, and “Exit” to enhance usability and accessibility
- Collaborated with designers to align controls and gameplay mechanics with the game’s surreal narrative and aesthetic
Screenshot of our little guy trying to escape their modeling program!