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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. Skills and experience in CG
Skills and experience in game development
Cloud Guardian (2008)
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:
A gameplay recording of Cloud Guardian Starry Starry Night (2007)
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)
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. The game trailer for TenXion A gameplay recording of TenXion A. I. Fighter (2006)
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) Hunter Hunted (2007)
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)
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.
Phantasy (2003)
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 |
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