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HIGHLIGHTED GaMES

Designer & Lead Tech

(Team 730, 2015)

Best 3D Visuals (Digipen Game Awards)

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PC, Unity Engine

Team Size : 4

Development Time : 8 months

 

Vestigial was an ambitious junior project taken on by a tiny team of 4. You and a friend would play a small ship to battle massive bosses.

 

  • Designed multiple game systems 

    • Created controls and camera systems for seamless experience

    • Designed an AI, Flight, Weapon systems as part of core gameplay

  • Gameplay Programming

    • Player controls, flight systems and weapon systems.

    • Implemented a custom AI behaviour tree.

  • Developed advanced editor tools

    • AI node based editor

    • Cinematic, Inventory management systems

    • Enabled designers to create content

    • Resulted in shortened development cycles

  • Designed multiple game segments
    • "Ephemere" Boss design

    • UI Panels (equipment, loot crate)

    • Player Weapons, Enemy AI

 

Click to view app

Producer & Lead Designer

(Crazy Bomb, 2015)

Winner of DBS Digital Game Jam 2015 - Jammer's Choice

 

Android & PC, Unity Engine

Team Size : 5

Development Time : 3 weeks

 

Mad Dash Fo' Cash was for a Game Jam. It was developed under a tight schedule of 3 days and eventually launched on the Google Play Store

 

  • Led a team of 5

    • Scrum every 12 hours

    • Scoping and task review

    • Led to tight and timely deliverable

  • Designed gameplay

    • Enforced intuitive mechanics

    • Balanced and fine tuned gameplay

  • Implemented gameplay behaviours

    • Procedural difficulty & Terrain

    • Performed optimization for mobile (60 fps)

    • Integrated all outputs into a cohesive final product

  • Product Launch Coodinator

    • Self-launched the game on the google play store

    • Integration with Google Play Games (Leaderboards & Achievements & Google Admob/Adsense)

Game Designer & Level Designer

(FastTech, 2015)

 

PC, Unity Engine

Team Size : 2

Development Time : ~3 Weeks

 

Zoned is a simple but innovative physics puzzle game where players draw regions on the screen to influence the movement of a ball!

 

  • Designed & iterated mechanics

    • Zone drawing, ball interactions, physics etc

    • Special zones

  • Designed multiple levels

    • Tutorials for each mechanic

    • Fleshing out the different mechanics

    • Rewarding experiences

 

Game Designer & Lead Tech

(FastTech, 2014)

 

PC, Unity Engine

Team Size : 2

Development Time : ~12 Weeks

 

Interstellar Command is a 1v1 strategic turn based game. You get to customize your fleet and your ships and battle each other.

A unique feature of Interstellar command was its use of data in driving the game's design.

 

  • Implemented Data Driven Design

    • Game's design modeled in Excel

    • Seamless XML integration with Unit

  • Implemented Data Analysis Tools

    • Data tracking

    • Informed game balancing

  • Designed & Implemented systems

    • Hexagonal grid

    • Multi-part ship / customization

 

Producer & Lead Game Designer

(Rolling Bears, 2015)

Winner of Digipen Game Awards 2015 - Best Multiplayer

 

PC, Custom Engine

Team Size : 6

Development Time : ~30 Weeks

 

Y'Loth is a twin stick game. It is also a multiplayer dungeon crawler. Players work together to overcome the horrors in the ancient pyramid.

 

  • Led a team of 6

    • Led weekly scrum meetings

    • Scheduled and assigned tasks

    • Conducted reviews on tasks

  • Designed the combat system

    • 4 class designs

    • Enemy designs

  • Designed and implemented several game segments

    • Custom LUA scripts

    • All boss sequences

    • Several level elements

HH

Lead Designer & Technical Director

(HH, 2015)

 

PC, Unity

Team Size : 5

Development Time : 3 Weeks

 

You are a postmaster! Your job is to ensure that all your postmen deliver the right parcels to the right homes at the right time.

 

  • Led a group of 5 Designers

    • Conducted level reviews

    • Approved levels

  • Designed multiple levels

    • Tutorials through level design

    • Challenging advanced levels

    • Conducted playtesting

  • Designed and implemented tools

    • Simple and intuitive level design tools

    • Resulted in fast iterations on levels and content

  • Implemented all gameplay elements

Solo Developer

(2015)

 

PC, Zero Engine

Development Time : 12 Weeks

 

Auntie Abduction was a personal project made in a relatively short duration. It is a polished vertical slice.

 

Play as an alien trying to gain control of the auntie. Battle against your friends or ally with them against a mother ship.

 

  • Design

    • Documented game's design

    • Built 4 levels for two different modes

    • Conducted playtest sessions and reviews

    • Iterated the gameplay based on feedback​

  • Tech

    • Coded all the systems

    • Scripted gameplay behaviours

  • Art

    • Created the all visuals & animations for the game

    • Enchanced the game with visual effects & sound

    • Scripted a simple but comedic narrative through cutscenes

Copyright © 2016 Ernest Chuang. All Rights Reserved.

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