Ryan the alpaca, who loves games and creates games. This is an alpaca's game dev journey.
Graduated from Academy of Interactive Entertainment of programming in Melbourne.
Before a programmer, Ryan had been a graphic designer, 3D artist (Modeling, Rigging, Animation) and motion graphic designer for 8 years.
With both art and programming skills, Ryan is like a Red Mage who can wield a sword on one hand while casting magic on the other.
“Pencil Case” - The Level Editor for “Pen Pals” is a gadget created to improve production pipeline efficiency, helping the designer to execute creativity smoothly without double handling by using Unity’s native editing tools, such as drag-and-drop prefabs repeatedly into the scene.
It allows the designer to assign [Node] or [Edge] type intuitively in native Unity editing window then “One-Click” to save graph data as [Scriptable Object] files. The [Scriptable Object] file can be later on used by [Game Manager] to translate into actual levels.
“Pen Pals” is a puzzle platformer that I work on for the end of year project with my friends in AIE. It is a game that you and a friend play as the cute and funny doodles in the margin of your maths workbook. You need to play as a team and make your way to collect all stickers through the many levels in Pen Pals’ world.
My tasks in this project are:
“CrasHour” is the final project for the first year. I was in charge of multiple tasks - creating a procedural generator for item spawner set, UI functionality, a state machine that handles the transition between different game states and a mini map.
The item spawner set has to be as designer friendly as possible due to both designers in the team had limited experience and knowledge to programming. After discussing with the teacher, I decided to create a handle that designers can simply drag and drop into the scene.
It look something like this…
This is an ongoing project started this year. The goal is to have a basic understanding of how to utilize OpenGL library to create a 3D engine that takes in models, shaders, textures and lighting, eventually output composited result.
Although the engine is not quite there, the only feature at the moment is loading OBJ models and textures correctly, which is a bit of lame. However, I spent a lot of time on setting up the camera class to make it as painless as possible to operate and setup. The user only needs to input all the camera specs for both perspective and orthography on startup, it can be switched between perspective and orthography easily by pressing key Z...