I have been a game developer for more than 8 years with experience in programming, game design, production, art and some sound design. Throughout the years, I worked on multiple projects ranging from personal projects to game jams to work.
Programming, art, game design and production
Depression Simulator is a point-and-click puzzle game, where players step into the shoes of someone living with depression, wherein even the most mundane task becomes a challenge.
It was developed as part of my Masters by Practice for Video Game Enterprise and Production at Birmingham City University, UK. Depression Simulator is also a semi-finalist for the Stylist x Diet Coke Creator’s Collective.
I went through the process of design which included identifying the problem, research, synthesis and refinement, and it is iterative. After going through the process, I decided to make a point-and-click puzzle game about depression called Depression Simulator. For production, I applied the Agile Methodology, with weekly sprints and documentation via blogs. I developed the game in Unity and drew all the art in Flash.
While I wanted to create a game that is autobiographical but at the same time I also want to represent more point of views about depression. I solicited contributions in the form of stories, images and even music from the collaboration website HitRecord.
This was the first time I ever worked on an entire video game project on my own, and it gave me the opportunity to wear many hats, such as programmer, artist, game designer, producer and even sound designer. Doing this allowed me to gain a deeper understanding of the different disciplines, as well as identify my strengths and weaknesses and how to overcome and use them to my advantage. In terms of game design, wearing many hats and agile methodology proved to be advantageous, because I didn’t need to communicate the game design to artists and programmers, instead I can quickly do the art and programming then playtest and iterate. The disadvantages of working on my own is that the project development took longer.
The game demo was described as “deep and personal” and as a great way to show how depression feels.
Le Petit Prince x Mixed Reality
Programming, game design, additional art, props and game moderation
Le Petit Prince x Mixed Reality, an escape the room game that combines AR, VR with handcrafted environment made from cardboard.
The game was exhibited during Maker’s Faire at National Taiwan Science Education Center and Digital Taipei at World Trade Center, and it was also a finalist in Taiwan’s Digital 4C Competition.
For this project I worked with my sisters, who are both artists. The game was developed in Unity with Vuforia, while the physical cardboard props and art were handcrafted and hand drawn. For this project, I was the sole programmer while my sisters and I all worked on the game design, art and props. During the game sessions, I also served as the game’s moderator dressed as a character from the game.
As the project was developed through experimentation and as a personal project, the game design was very iterative and production timeline was very loose.
The game combined aspects of real life escape rooms with AR and VR using Google Cardboard, which was relatively new at the time, with that came unique challenges. An example, real life escape rooms have a moderator that guides the players in case they get stuck on a puzzle, but for our game the players are wearing Google Cardboard and can see things that the moderator doesn’t. In order to resolve this, when AR markers are activated or VR scenes are triggered, sound effects are played to provide cues for both the player and the moderator.
I am an avid game jammer and I participate in both online jams and physical jams with teams. With game jams, I am mainly a programmer and everyone in the team contribute to the game design and pitch in with art and sound effects.
Given the short timeline, it also allows us to be more creative. For example, for one of our games, The Predator, we decided to make all of our art assets out of origami. For this game, I also voiced the shark and recorded some real life sound effects, such as water flowing in the faucet.
For another game, Dog Days, our artist wasn’t available on some days of the game jam, so I drew most of the art assets and animations in Flash.
I think developing games in game jams allow for more experimentation and creativity, because it is as hobby and in a less formal setting. However, because of its short timeline, it is important to prioritize tasks and allocate them among members of the team.
Programming, game design, additional art and sound effects
The Predator was developed for Global Game Jam 2015, with the theme: “What do we do now?”
Fist of Furry
Programming, game design and sound effects
Fist of Furry is an entry for #indiesvspewdiepie. It is a sumo wrestling game starring two furry pandas.
The Eternal Servitude of the Planet Butcher and Jerome
Programming and game design
The Eternal Servitude of the Planet Butcher and Jerome is an Indie Speed Run entry.
Bob the Planet Butcher “accidentally” unleashed a deadly virus into the universe. He has pledged his trusty cleaver, Jerome, in eternal servitude to eliminate this threat, and to protect the universe and all of man and alien kind.
Programming, game design and additional art
From Strawberry is an Indie Speed Run entry. It is a story-based puzzle game, set in letters and curios.
Programming, game design and art
Dog Days was developed for Global Game Jam 2016, with the theme “Ritual”.
Programming and game design
Duck Army was developed for #indiesvsgamers. The theme of the game jam is arcade, so the game is based on a Timezone game called Ducky Splash.
Working as a programmer, I was given the opportunity to work on a variety of games and apps.
Working in companies, allowed me to work with people from different disciplines and other programmers, and work in a structured setting.
Mattel (formerly Fuhu, Inc.)
At Mattel (formerly Fuhu, Inc.), one of my projects was Nabi Compete, a fitness band and companion app for kids. Working on this project I also liaised with our third party hardware manufacturer.
Nabi Compete is a fitness band with companion app for children.
Weather, Clock and Stopwatch are apps for the Nabi tablet
At Orangenose Studio, I designed and developed mobile games, such as Toughest Game Ever 2, and I also developed the framework most games in the company ran on, which included integrations for ads, monetization and social sharing.
Toughest Game Ever 2
Toughest Game Ever 2 is packed with over 30 intense mini games that will challenge your speed and wits. This time around you can even customize your own character, and watch yourself smash cockroaches, dance, and basically do anything as extreme as possible.
Hardest Game Ever 2
Hardest Game Ever 2 is a series of fun and exciting mini-game that measures your reaction time to the milliseconds and pixels!
The game ranked #1 (Overall) in US, UK, Canada, Germany, Australia etc. and has more than 10 million downloads.
Fruitshop International Co. (Bone Collection)
At Fruitshop International Co. (Bone Collection), which isn’t a tech company, rather a design company, I was part of an in house advergaming team, where I developed mobile games and apps based on the company’s mascot, Maru Penguin.
Maru’s Adventure is an adventure game that features Bone Collection’s mascot Maru Penguin and Taiwan’s famous landmarks and food.
Maru Comics is a photo app with a wide selection of stickers of Bone Collection’s mascot, Maru Penguin.
Even more Maru Games
And many more… coming soon.