lOOps (Unity 2024)
Solo, programmed and designed, with a few art assets self-made.
Cross-platform mobile/PC 2D physics game made in Unity.
Build up your momentum by swinging left and right, and cut the rope at the right moment to fly off! But be careful though, sometimes you need to control how much you swing in order not to fly into any red (kill-bricks). This game features a total of 6 levels increasing in difficulty and with various degrees of movement (e.g. up-down, left-right).
The gameplay video is kinda long as I had to show that each star was obtainable (I am a bit bad at my own game :|), so feel free to skip across!
Check 4 Points (Unity 2024)
Solo, programmed and designed, with a few models self-made.
A PC simulation game using 360 spheres as the environment, inspired by 'Papers, Please'! You work as a border guard and it's your duty to inspect every vehicle and robot that arrives at the checkpoint. You must check their identity against their license, analyse their battery levels, and check if they have suspicious items in the trunk.
Had to use a lot of randomisation, from the colours of the cars and robots, to whether a driver's information is false or not. In order to facilitate the randomness, I also modelled modular accessories and painted random faces for the drivers to add more variety!
.exe Download - C4P (Password - access)
Don't Get Blocked (Unity 2023)
Solo, programmed and designed with a few art assets self-made.
A PC isometric puzzle game which's main mechanic is that once you step off a cube, it disappears. You have to plan your route to the end carefully, and to help you're given the option to rotate the level around to get a better view. There's 3 levels that explore the tutorial aspect, the trying-not-to-get -stuck aspect, and finally the last level has you digging down to the finish point.
Art and backgrounds created were animated using After Effects and heavily inspired by Vib-ribbon!
Test the Bot [Unfinished]
(Unity 2024)
Solo, programmed and designed with a few 3D models self-made.
A VR Fitness-Horror game (yeah you read that right) that has you using your arms to do just about any movement, from running, to crawling to climbing (in-progress), you won't just have to outrun the monster, you'll have to outstamina them as well!
Used a lot of navmesh components as well as a script that allows you to move through swinging arm motions
Will be worked on after I buy another headset. :D
A WebGl-based short Visual Novel I made in Ren'Py...
Wanted to try Ren'Py out so I made a short, 2-minute visual novel testing out the different features such as text-input, branching story, and videos. Plus wanted to try my hand at animating and drawing stuff as well, so I used Photoshop for the sprites and backgrounds.
Check it out here! - FoxYP
Rainbow Dash (Unreal 2024)
Solo, programmed and designed.
My first-ever PC Unreal Game, an Endless Runner, made using the Blueprints System. Was given a few tutorial videos to watch and added my own mechanics including split lanes, sliding, and the coin-based life mechanic.
Learnt how to organise my 'code' better because visual scripting can turn into a spaghetti if you're not careful :)
Asteroid Assault (Unity 2023)
Solo, programmed and designed.
Mobile Augmented Reality game made using the Vuforia package. Utilised the free movement of the player to make a game where they have to walk around and scan the skies to destroy any asteroids heading towards the city by tapping them on the screen with their fingers.
The game also has a mode where you can just walk around and inspect the city without the threat of asteroids, and even turn the city's forcefield rainbow!
Alchemition Derby (Unity 2023
Duo, programmed and designed, with a few models self-made.
Cross-platform multiplayer controller and PC game. Basically just a demolition-style derby where you can choose your own characters and cars and drive it out in an arena. Made major usage of wheel colliders for the car physics.
Modelled and textured the character body in Maya, and then exported them to Blender for simple rigging and adding accessories to them.
Komistus (2023)
Team project, Lead Programmer.
Worked with a team to create this mobile stealth-based horror game. Was the main programmer and created mechanics such as noise, pickups, and pathfinding enemies. Also coded in a lot of minigames/puzzles such as keypads, ciphers, and even a path-memorisation game. Last but not least, I made trigger-based dialogue to help further the narrative of the game, and a limited hint system to aid the player through the levels. This project was my first experience with using Navmeshes to help AI pathfind to the player.
Credits to @ae_therx for planning the trailer below out!