Back To Home Page  
 
CURRENTLY VIEWING
GAMES AND ANIMATIONS
COMPILATION
A compilation of the games and animations that I have done from 2003 to 2008
YEAR
TYPE
EFFORT
2008
Demo Reel
Solo
Games and Animations Compilation
     + Introduction
     + Skills and Experience
     + Games
     + Animations
@ Demo Reels > Demo Reels
SECTION MENU
     + Character Rigging (2008)
     + Game Physics (2008)
     + R&D (2008)
     + Games and Animation (2008)

Introduction

This webpage shows the games and animations works that I have done from 2003 to 2008.

I'm still in the process of compiling these works into a reel, so I'm placing these individual works here into a single webpage for you to browse through quickly first. More details of these works can be found in other pages of this website if you are interested.

Back To Top Back To Top


Skills and Experience

Skills and experience in CG

  • Experience in different parts of animation/game creation (modeling, texturing, rigging, animation, rendering etc), with a current focus on rigging, deformation and physics simulation
  • Setting up of pipeline and managing projects to make sure team members can work in parallel and complete the project in time with good standards
  • Created a solo CG animated short film, several short animations and a visual effects video
  • Attended many CG industry talks and conferences, such as CGOverdrive and SIGGRAPH 2008
  • Skills: Maya, Zbrush, 3D Studio Max, MEL, Maya Python, Maya API, Photoshop, After Effects, Premiere Pro

Skills and experience in game development

  • Understand and able to quickly implement many qreal-time algorithms for physics simulation, collision detection, skin deformation, anatomical models, artificial intelligence etc.
  • Games and tech demos won awards and showcased in Games Convention Asia, Microsoft Innovation Centre Singapore, CommunicAsia, major events in National University of Singapore etc.
  • Developed a mini game engine using XNA which is used in several games and tech demos
  • Used part of Scrum methodology for game development
  • Skills: XNA, OGRE, C#, C++, C

Back To Top Back To Top


Games

Cloud Guardian (2008)

Screenshot of Cloud Guardian
Screenshot of Cloud Guardian

Cloud Guardian is a single-player immersive puzzle-like 3D casual game in which the player manipulates an Orb to fix holes in the Clouds of Sky Kingdom, while trying to fend off enemies like mutant bats.  It is targeted for casual players of all ages looking to have fun while being challenged. Any player who finds challenge in both quick thinking and good hand-eye coordination will find the game appealing.

The unique selling points of this game include:

  • Unique immersive gameplay of shaping the Orb to fit hole shapes
  • Usage of soft body Physics for realistic Orb deformations
  • Able to blow into the microphone to inflate selected parts of the Orb, and issue commands like "Spike" to get into Spike mode

A gameplay recording of Cloud Guardian


Starry Starry Night (2007)
Best Technical Award, Codeathon 2007

Screenshot of Starry Starry Night
Screenshot of Starry Starry Night

Starry Starry Night is a game created during Codeathon, a 30-hour game competition held in Suntec CIty, Singapore, from 4 to 5 Sep 2007. We were required to create two brain training mini-games. Our group came up with a star game where the player is required to use his analytical skills and memory to finish the challenging requirements. The game subsequently won the Best Technical award.

A gameplay recording of Starry Starry Night


TenXion (2007)
Done in the Singapore-MIT GAMBIT Games Lab

Screenshot of TenXion
Screenshot of TenXion

TenXion is an asymmetric multiplayer third-person shooter designed to assist with artificial intelligence research. One player controls a robot fighting to escape a prison and his mutant captors, and other players control mutants trying to bring the robot down. The robot wins by reaching the exit to the level, while the mutants win if the robot is destroyed before it escapes.

Players take turns controlling the robot, while mutants can die and respawn any number of times, with their respawn points shifting as the robot advances through the level. As the game's research goal is to take the choices made by players to gain insight into decision-making and future A.I. design, those players who are controlling mutants have a variety of characters and strategic options at their command, allowing for many different styles of play. The game is fast-paced, with each session taking 2-3 minutes or less, and is most enjoyable with 3 or more players.

The game trailer for TenXion

A gameplay recording of TenXion


A. I. Fighter (2006)
Included in CD-ROM of "Artificial Intelligence: A Systems Approach"

Screenshot of A.I.Fighter
Screenshot of A.I.Fighter

A.I. Fighter is a simple versus-fighting game which makes use of artificial intelligence. The computer fighter is able to make use of a neural network to sample the fighting style of the human player and evolve itself to learn good moves from the player and eliminate loopholes. The game is designed such that we can see the progress of the computer fighter as time passes. This is done by including game moves such as combo moves (a sequence of 4 specific moves), blocks, evades etc.

The computer fighter starts with a blank state (i.e. doesn't move) and will sample the fighting style of the human character as the game is played. At the end of each round, all the sampled data is fed into the neural network for the computer fighter to evolve.

The introduction video for A.I.Fighter (includes some technical details)

Back To Top Back To Top


Animations

Hunter Hunted (2007)

Screenshot of the visual effects video
Screenshot of the visual effects video

This is a visual effects video where we placed in a CG radioactive creature into live footage and blew up an existing bridge. A radioactive creature (the hunter) goes after a thief who took away its valuables. Little did it realize that everything was staged and it was being hunted instead.

The final video for Hunter Hunted


Butterfly Lovers (2004)

Screenshot of Butterfly Lovers
Screenshot of Butterfly Lovers

This is the intro and ending CG animation for a wedding video, done in 3dsmax. A butterfly goes on a search for its life partner and comes back with its loved one.

The final video for Butterfly Lovers


Semi-Red Metal Island (2004)

This is my first personal short film which I took about 4 to 5 months (part-time) to complete. Legend has it that a special island in the Southern Asia region will glow every thousand years due to the special alignment of stars in the universe. Qunlong wanted to make use of this rare phenomenon to propose to Roufeng but ended up being separated from her forever.

Qunlong brings Roufeng to a special romantic island
Qunlong brings Roufeng to a special romantic island

Parts of the island will glow every thousand years
Parts of the island will glow every thousand years

Qunlong proposes to Roufeng on this special occasion
Qunlong proposes to Roufeng on this special occasion

An earthquake strikes and they both fall into the water
An earthquake strikes and they both fall into the water

After the ordeal, Roufeng wakes up alone with Qunlong nowhere to be found
After the ordeal, Roufeng wakes up alone with Qunlong nowhere to be found

Roufeng is devastated to find out that Qunlong has sacrificed himself to save her
Roufeng is devastated to find out that Qunlong has sacrificed himself to save her


Phantasy (2003)

Screenshot of Phantasy
Screenshot of Phantasy

The animation shows the hero charging up his sword, slashing it into the ground and blasting the crowd of enemy away.

The final video for Phantasy

Back To Top Back To Top

 
CG:SKEELOGY
ABOUT ME
I have experience with physics simulation programming, character rigging and R&D on anatomical and deformable models. In my free time, I work on small personal projects such as casual games and tools development.
MY OTHER SITES
SUBSCRIBE TO SITE
SHARE THIS PAGE
Site best viewed with
IE 6.0+ and 1024x768+.