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Projects






Big Boy Boxing: If Nintendo won't make Punch-out, someone will.


Play the demo on Steam!

  • Full mod support!
    • Write complex fighter behaviours with intuitive Lua-based scripting language.
    • Best Aseprite asset pipeline you have ever seen.
  • Slick pixel art-based VFX to make your punches feel super impactful!
  • Enthralling narrative with fully animated cutscenes!
  • Ultra-responsive player controls - let your controller be your fists!

Nanokin: The Most Ambitious JRPG Ever*

Watch our awesome trailer! Developed by Studio Anjin, a small fully-remote indie studio. A 3D JRPG-platformer with one of the most complex turn-based combat mechanics in any JRPG*. My main contributions to this project are listed below.

  • Implemented 3D platforming speedrun mechanics; optimised character controller for game feel, using realistic physics as a starting point.
  • Created framework to systematically describe the motion/evolution of complex VFX in combat (using tweens, splines, z-buffer hacks, etc.).
  • Extended existing custom (Lua-based) scripting language for designing combat skills.
  • Minimax combat AI with simple but innovative approach to difficulty scaling (ask me!).
  • Misc: minimap system, on-screen keyboard, chaining state-dependent skills in combat, wrote some simple shaders, fixed various math/physics-related inaccuracies, fixed game-breaking memory leaks.
*of the ones I've played, which is admittedly not many :(

Minty Beats - Custom Beatmap Editor

See github project for more info, including a cool infographic. Minty Beats is a general-purpose custom beatmap editor for your rhythm game! Originally made for quick prototyping of rhythm games in game jams. Beatmaps are saved as JSON files.

  • Supports mid-song BPM/Time signature changes!
  • Record keystrokes in real-time to create nodes on the beatmap!
  • Edit node metadata to specify additional event properties!
  • Sleek beatmap visualisation with advanced grid snapping (quantization) options!
  • Easy to teach to designers in a pinch for game jams!

Isaac-like Procedural Dungeon Generator

See github project for more info. A Unity tool to create procedurally generated tile-based dungeons, inspired by The Binding of Isaac: Rebirth. I proved that this algorithm generates a strict superset of all possible floor layouts in TBoI:R, with some caveats. In other words, this algorithm can do everything TBoI:R can (except thin rooms), plus a lot more!

  • Very fine tuned yet intuitive control over generation parameters!
  • Such parameters include "clustering" and "branching", which are both very designer-intuitive, and together completely determine the nature of the algorithm's randomness (up to symmetry).
  • Make crazy room shapes (connected rooms only); specify different placement rules for special rooms!
  • Program automatically detects any contradictions in your specifications!
  • Lightning fast algorithm (random-walk based)!
  • Comes with a detailed academic paper and documentation!

OpenGL Scene with Procedural Terrain/Textures

Set up OpenGL rendering pipeline and scene from scratch for a university course at the Australian National University (not University of Canberra, that is a meme). I got the highest mark in this course out of ~50 students. Currently studying tech art in depth.

  • Mostly perlin and voronoi noise based shaders to define procedural textures and terrain.
  • Systematic way to draw meshes to the scene; player input system. Essentially the foundation of a 3D game engine.
  • Shadow mapping, cel shading, scene curvature, screen space post-processing, terrain-water intersection foam.
  • Detailed understanding of buffers (frame, z, texture, etc.), the modern rendering pipeline, shaders.
  • Ask me how to draw a sphere.

Nanokin (Studio Anjin)

Nanokin is a 3D RPG-platformer set in a gigantic theme park. Nanokin has open-world exploration with high-caliber platforming mechanics across many locations, and a sophisticated turn-based combat system featuring over 500 million possible custom creatures created by mixing and matching body parts.

This game is currently being developed by an international team of hobbyists with a passion for RPGs. You can follow us on Twitter .

Click on the image to the left to watch the trailer!

Hacktopus

Hacktopus is a pure multi-tasking chaos. Play up to five microgames simultaneously and try to challenge the online leaderboard! Click the image to play the jam version now!

This game came first out of 120 submissions in a speedrun-based game jam. This game was sold to a publisher and a full version is currently being developed for the upcoming GameChanger platform. More news coming soon!

Hare Runner

Extra-difficult melee bullet hell! Plants shoot to the rhythm of the music. Watch the trailer here.

Starfunk Fever

You start off hearing nothing. Different enemy ships shoot to the rhythm of different instruments in the music. Absorb enemy ships to gain their weapons and hear progressively more instruments!

This game was made as part of Brackeys Game Jam 2021. It ranked 10th in audio and 65th overall out of over 1800 entries. Click here for Github

Anamnesis

Anamnesis is an isometric point-and-click puzzle game where you control an unnamed and silent protagonist who is accompanied by a disembodied narrator.

This game was made as part of Global Game Jam 2021. Featured on itch.io Twitter here. Click here for Github

Bullet Purgatory

Things shoot to the rhythm of the song. Dodge the things they shoot. Play now!

Procedural Dungeon Generator

A much better version of the procedural dungeon generation algorithm used in The Binding of Isaac: Rebirth.

Click on the image to the left to go to the Github repository.

Spectral Sequences: Mapping the Music of the Spheres

It has always been a curiousity to mathematicians how higher dimensional spheres can behave in fundamentally different ways. Spectral sequences allow us to understand these higher dimensional spheres and how they interact with each other.

P-adic Analysis

P-adic numbers were initially defined by endowing a different sense of distance on the integers, and are frequently used to study prime numbers. But just how far can we take this? The answer is quite far.

Procedural Dungeon Generator Report

Read the associated report to my procedural dungeon generation tool.

My Music

Listen to some of my music :)