Project 1: CSE simulator
Create a fantastic CSE laboratory that contains numerous interesting interactions, reflecting life and status of EECS students. The game is made by Unreal Engine5.
This is my Game-dev portfolio.
Create a fantastic CSE laboratory that contains numerous interesting interactions, reflecting life and status of EECS students. The game is made by Unreal Engine5.
A mobile app that gains inspirations from 'Pokemon Go!', which implements amusements like walking on actual map, planting seeds, attacking squirrels, currency management and fantastic Augmented Reality Interaction,this game is made by Unity.
A VR Simulator to Overcome Social Anxiety and Isolation, embeded with unique interaction systems and interesting looping design, this game is made by Unreal Engine 5.
Use Unity and C# to scratch classic Nes Zelda Legend, implement the dungeon part, and also add interesting Custom level. Main job includes designing movement & animation, enimies, weapon logic, audio effect, UI, camera control, custom level dsign and implementation, map construction.
Use Unity and C# in two weeks to make a platformer game named Time Rewind. Player can rewind the time, go back to previous location as they wish, the levels are set with different themes, including unpredictable danger, impenetrable steel, interactale button and mutated ability. Each level contains well-designed puzzles.
Use Unity and C# to make a a captivating physics-based game. Players can build custom vehicles using an intuitive grid-based construction system to tackle a variety of exciting puzzles. Responsible for map making, level designing, modeling, and some part of coding.
This is a multi-platform (Mac, Windows, and Linux) game engine made from scratch starting from zero.Built in C++, with Lua scripting support. Besides using a component-based architecture for developers, my engine use SDL for all rendering logics, use Box2D for collision detection, raycasting and physics simulation, use Lua/LuaBridge to easily embed lua codes, GLM to professionalize data types. Besides, there's built-in ParticleSystem for effects, Animator for easy animation and NetworkComponent for multi-player local connections.
A Minecraft-inspired voxel sandbox built in C++/OpenGL, featuring chunk-based infinite-world streaming, procedural terrain & biome generation driven by multi-noise fields, multithreaded chunk meshing, water rendering, basic player physics & collision, dynamic lighting, and post-processing for improved visual quality. Also includes an in-game crafting system and robust world update logic for efficient real-time interaction.
A physically based rendering (PBR) shader implementation built with OpenGL/GLSL, featuring the Cook-Torrance microfacet BRDF with metallic-roughness workflow, image-based lighting (IBL) with diffuse irradiance and specular pre-filtering, normal mapping, and HDR tone mapping for physically plausible real-time material rendering.
A procedural authoring tool developed for CIS 6600 (Advanced Topics in Computer Graphics), implemented as an interactive plugin that lets artists generate and customize complex geometry procedurally with real-time parameter control inside the DCC workflow.
Professional graphics programming tools built with OpenGL/C++. Features specialized editors for shader development and mesh manipulation.
🎨 Shader Editor - Real-time GLSL shader system featuring post-processing effects, multiple lighting models and material systems, with dynamic real-time material property adjustment.
🔷 Mesh Editor - Advanced mesh manipulation tool with edge splitting, surface triangulation, subdivision algorithms, visual debugging, and OBJ import functionality.
A professional collection of real-time animation tools built with modern graphics APIs. Features four specialized editors for complete animation workflow.
🎮 FK/IK Editor - Skeletal rigging system with real-time Forward/Inverse Kinematics solving and constraint-based joint manipulation.
📈 Curve Editor - Advanced spline tool supporting Bezier, Catmull-Rom curves with interactive keyframe and tangent editing.
🎯 Behaviour Editor - Node-based state machine for animation blending, transitions, and layered animation systems.
✨ Particle Editor - GPU-accelerated particle system with customizable emitters, physics, and visual effects.
An original bluffing and auction tabletop game built around a single high-stakes decision: each round, players secretly choose whether to load a bullet, then compete in a sealed-bid auction for firing positions — earlier positions are safer but cost more. Anyone hit is permanently eliminated. Across 5 rounds with escalating payouts and position bonuses, players must balance economy management, risk assessment, and reading their opponents' intentions. Iteratively refined through multiple rounds of playtesting, with tuned payout curves, elimination rules, and auction mechanics.
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