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This is a living page, content on this page will be moved around and sometimes move to a different page as time goes on. 

RECENT WORK

Programming
PROGRAMMING

Fake Dating App for Better Together

So, you are probably wondering, What do you mean by a "Fake dating app"!? Well, it's as it sounds, I developed a fake dating app for a web series called "Better Together".

 

This was the first time I developed a prop app for a show, and it was a unique experience as this did not pertain to video games and was the first project where my work gets shown. The video on the left shows the app in action with images taken from when I was documenting one of my assignments, but you can see the app with action in the web series "Better Together" in episode 4.1 "Mr. DJ, Can I make a request?".

(The button will take you straight to the episode)

I will talk about how I created the app and the lessons I learned along the way.

VoidSpoken - Audio designer - Unreal 5

Click on any image/video to view more

A Build a Day

 An experimental project that explores:

- Taking similar mechanics and putting them into different game designs

- explores different player controls

- Explore different game Ideas

Number of builds made:
30

Click on any of the gallery images to learn more

Click on any image to expand

DESIGN
Design

Ubisoft 2023 Next Game Design Submission

 This is my second Ubisoft Next game design submission for 2023. the challenge was to create a new enemy archetype for any FARCRY title and make sure they fit into the game's world.

The project was done within the span of a month and it was much more challenging than last years game design competition and it was interesting to tackle an enemy type this time.

 I will be talking about how I came up with the idea, what problems I ran into, and how I figured out the issues.

Deconstructed Video Game Mechanics Vol. 1

Click on the underlined words to learn more

De BLOB is a puzzle platform game where the main character blob joins forces with the colour underground to fight off the INKT Corporation to take back Chroma city and their colour. Players take control of Blob and roll through levels returning the colour back and defeat inkies in the process.

 

This is the core mechanic of the game, where colour plays a key role in the game. In order for Blob to colour a building, they need colour. To be more specific, Blob needs to have colour stored in him in order to colour his environment. The way the colouring works is when the Blob rolls over a paintbot, they receive a set amount of colour points (these also act as health in the game). As long as Blob has colour points and is coloured (not transparent), they will be able to return colour to the city.

While the Colour mechanic is a core mechanic, it can get pretty tiring to see the same plain colours on different objects over and over again. That is where the styling mechanics come into play. Styles are collectables that are scattered throughout each level. When a player collects a style, they unlock a pattern that is then used on buildings when they get coloured. The more styles the player picks up in a level, the more patterns they unlock to stylize the buildings.

 

The colour system only allows the player to have 100 colour points at a time, this encourages the player to look for more colour bots and to mix colours with different colours that are found throughout the levels. If Blob has 0 colour points, they become clear and can not colour any more objects and needs to find a colour source. Blob can lose colour points if they get inked (by falling into an ink puddle or getting hit by INKT enemies) and don't reach a water source. This will continue to drain BLOB's colour points and destroy them if the colour points reach 0 while inked.

Breaking down these mechanics was pretty simple and easy once you take each part and break them down into smaller components. The colour system can be broken down to the colour mixing mechanic, the colour gauge, and the style textures

The colour mixing mechanic only uses seven colours: blue, red, yellow, green, purple, orange and brown. Within the levels the main colours you'll find in paint bots are the primary colours, red, blue, and yellow since they can not be created when mixing. In order to trigger a colour mix when a new colour is collected, a switch statement is used to check what colour Blob is and what colour has been collected. If the collected colour is the same as the current colour Blob is, then no change is needed. Otherwise, check what the new colour is and create the new colour accordingly.

COLOR COMBINATIONS

BLUE + RED = PURPLE          BLUE + YELLOW = GREEN          RED + YELLOW = ORANGE

PURPLE + YELLOW  /  GREEN + RED  /  ORANGE + BLUE = BROWN

Balan WonderWorld "Remake"

op6.png

Image from Square Enix

    Balan WonderWorld is an action platforming game about two kids (Leo and Emma) that get teleported to a realm of fantasy and Danger by a mysterious person by the name of Balan. The game was designed by Yuji Naka (worked on the original Sonic the Hedgehog) and published by Square Enix, who also developed the game alongside with Arzest. The game was released in late March 2021 on all platforms, with mixed reviews.

    It was fair to say that the game needed more time in development or that the game needed to be revised, but despite launching in such a state, the game was still loved by many even if reviewers say otherwise. However, during development, things were not going well in WonderWorld. Yuji Naka was removed from the project for addressing issues about the game's state, knowing perfectly well that it far from being ready. This decision hurt both the game and company as it was clearly rushed to have an MVP (Minimum Viable Product) out the door.

    The sad part is that the game has a lot of potential, but because of the circumstances, it didn't have a chance and not a lot of people saw it. Which is why I believe the game deserves a remake, and I will explain how it can be achieved.

Note: please be advised that this is just a overview of what I would do if I was to rework a project. This is not to undermine any of the developers who worked on the game or saying that it's easy to develop a game. I know game development is hard (I've studied it) and it takes time to develop a game. This is more of a "what if" project to understand the game's design and what could be done different if the game had a remake.

Ubisoft 2022 Next Game Design Submission

 This is my Ubisoft Next game design submission where I created an AI companion character for the FARCRY 3.

 

 The character was created during the course of a month in which I created an AI companion character that would fit into one of the FARCRY games. While creating the character, I learned what it is like to develop a character for a game and what issues may occur when creating one. My companion character is called Kema, and they are a king cobra snake who would aid Jason in his mission to save his friends from the pirates.

 I will be talking about how I came up with the idea, what problems I ran into, and how I accidentally created a new FARCRY companion system.

White Boxing and asset flipping - Astral Rescue

Design internship for a mobile game called Astral Rescue at Vigilance Digital Media

- created white box levels of the environment, created lists of assets and communicated with artists

- used finished assets and flipped white box assets with artist made assets

- also programmed a multi-arrow compass and a magnet mechanic

OTHER
Other

This was my first acting role that I ever did.

Better Together is a LGBTQ web series about Jun Jun (the main character) trying to find love. this was the third episode of the series which was the one I played a role in. I also worked with the producer to create a fake dating app for a later episode.

Better Together is a production by Unsalted Films, created by Clark Cameron Marcelo

Actor - Better Together

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