Welcome to My Portfolio
Showcasing my projects and works
My Projects
Capy The Bara
3D Hack n' Slash Game made using our custom-built Capy The Bara editor and engine.
I served as one of the gameplay cutscene designers and script writer for the 2nd boss fight
Capy The Bara Editor & Engine
Custom build editor and engine for Capy The Bara game.
I served as the technical lead, the primary graphics programmer, and the engine programmer. Where I developed many of the tools used by, and requested from the team.
Spatial Structures 2
Written from scratch using OpenGL, I created a rudimentary rendering engine for experiments with different kinds of bounding volume, spatial tree data structures. And different forms of run time collider approximations
Dungeon Plunder
2D Card-based roguelike game built on our custom-built Goop editor and engine.
I was part of the UI programming team, creating prefabs and menu system functionality. I also served as the environment animator and did UI feedback animations.
Goop Editor & Editor
Custom-built editor and engine for the Dungeon Plunder game.
I served as the technical lead, engine and editor programmer. I was also responsible for mentoring and guiding my teammates who are new to working on large-scale C++ projects
Hammer Time!
A game about movement, but you can only swing your hammer to launch yourself.
This was created using a rendering framework. Where I was in charge of the engine systems, enemy AI, collisions, and helped in map generation.
Super Spin Shooter Survival
A roguelike top-down shooter with a unique spinning mechanic for aiming.
This game was created on a team of 5 with a challenge in mind and limited to only 24 hours total per member. I was in charge of the player movement, pickup system and gameplay graphic assets and animations.
SEAmulation
My attempt at a basic eco system simulation. With prey and predator fishes, along with plants.
This project experimented with perlin noise based terrain generation with different octaves, along with dynamically generated terrain chunks and LODs. Boids were also implemented to simulate flocks of fishes.
Plantation 45
My final year project in NYP. Working on a team of international exchange students. We created a dishonored-esq stealh game where you played as a robot with magic powers.
I worked as the sole gameplay programmer, while also working as the VFX programmer. Most of my effort was placed into enemy AI and also combat/stealth mechanics. I particularly enjoyed the creative process of crafting visual indicators to provide clear user feedback for various skills and game mechanics.
Rat Race
A 2 week game jam where I learned how to use Unreal Engine.
I worked an algorithm to generate terrain tiles such that it would always be infinite tiling. And also focused on optimizing the game's performance.
Spatial Data Structures 1
In this project, I practiced implementing various spatial data structures and optimization techniques to improve performance in 3D environments.
To optimize number of objects rendered and collision detection, I experimented with spatial partitioning, quad trees, bounding volume hierarchies, and camera frustrum culling.
Pathfinding
In this project, I implemented a combination of different pathfinding algorithms such as DFS, BFS and A*.
A* was used by the enemy slimes as there were terrains designed with different turn cost. I also used DFS in the procedural generation of the grid map to ensure connectivity of all rooms and goals.
About Me
I am a software engineer and a tools developer.
I am proficient in C/C++ and C#, with C++ OOP and FP being my strengths. I have experience in different platforms including PS4, Windows and Android in both 2D and 3D environments. I've worked with with Unreal Engine, Unity3D and OpenGL.
I enjoy debugging and problem-solving, and constantly trying to improve my skills and knowledge in the field.
Get In Touch
Feel free to reach out if you'd like to connect or learn more about my work.
Email: bryanwongchinkit@gmail.com