Game Design Projects

Carambola: A Virtual Reality game about finding a purpose.
I was the Technical Artist, 3D Artist and Researcher in charge of working on Carambola. I worked until launch and continued to support the VR game until user testing. For our research objective we wanted to answer the question, “How does an interactive, educational virtual-reality game centered around Chinese constellation folklore contribute to the cultural awareness of second-generation Chinese Americans?” which lead to a publication in cultural competence and shipped VR game on Steam.
Nathan Project: Visual design came from P.T. and Visage made in Unity.
I was in charge of the visual design of the game which include lighting, modeling, texturing and level design. Drawing inspiration from Konami’s P.T. (Silent Hill) and SadSquare Studio’s Visage, my goal was to infuse the game with a unique blend of unnerving atmospheric elements and visual storytelling, offering players an unforgettable journey through a small but yet terrifying environment.

I was the Level Designer, 3D Artist, and VFX artist implementing all the crazy madness (juice) in the game! Designed with user-friendly controls, Meow Madness is designed for both loopable replayability where players can earn rewards in single player mode or socially engage with others in a fun family player vs player environment.

Undertow Project Prototype: Zombie game inspired by Doom, developed in Unreal Engine 5.1.
I was the Technical Artist, 3D Artist in charge of the visual design of the game, level design and technical solutions to problems. The game features an expansive sandbox map, offering players a tutorial of “initial traversing” through a landscape, where they encounter and confront zombie entities. The dynamic environment serves as a challenging yet captivating backdrop as players progress towards the ultimate goal of the game to “eliminate all zombies”.

Level Design 1-1: Level design using I Wanna Maker, inspired from Mario Bros level 1-1.
I was the Level Designer and used the software engine “I Wanna Maker”. Drawing inspiration from the iconic Super Mario Bros Level 1-1, I intricately designed the level that not only pay homage to the classic but also brings a new fresh and exciting perspective to the gameplay experience. Through the use of innovative elements and creative twists, my work aimed to capture the essence of gaming nostalgia while offering players a new and thrilling journey within the virtual realm.
