Goomba! Kuribo! Keep Looking!
Goomba! Kuribo! Keep Looking!
Shujinkou: The Ultimate Action-Packed & Story-Driven Language Learning Game
Westwood, Los Angeles
The Coding School, Santa Monica
Microsoft Tiny House, UCLA
Trials of Rice, Project
JUN 2018 - PRESENT
Shujinkou is a 2D action JRPG platformer that facilitates Japanese learning while keeping the player engrossed in a tale of love, loyalty, and despair, as well as gameplay mechanics that have been built from the ground up. The intuitive controls, usage of Japanese in the in-game world, and multidimensional heroes and villains alike provide replayability and depth to a language learning game like never seen before.
DEC 2018 - JAN 2019
This is a platformer game that randomly generates grass platforms as the beanstalk in the background grows. Your goal is to cut your way through the platforms and reach the top, while dealing with enemy flies and other obstructions.
Contact Me for code samples that have been created for this project.
JUN 2018 - AUG 2018
When we send out a little memoryless bot to go explore a graph, how do we give the bot instructions so that it can perpetually navigate through every vertex and edge in a graph effectively? The rotor router model seemed to be a great solution, and had been researched to some extent in regards to lower, upper bounds and flaws, but little mention of real experiments and simulations performed on the model with actual graphs. I decided to create the first simulator for the rotor router algorithm that specifically looks for the average stabilization period of a mobile bot in a graph. In layman's terms, the bot will magically start traveling through a path in the graph that will loop forever. We want to find what this path (is it AB->BD->DA->AB, or something else, for example?) and how long it takes to start on that path - the stabilization period (counted in steps, or movements by the bot).
OCT 2018 - DEC 2018
Element of Surprise is a game where two players try to reveal each other's type and take advantage of that information to try to take their opponent's HP down to 0. Outside of types, there are unique critical and block failure rates for FOUR different classes in the game, along with options to heal, block, and swap one's type. Each player starts with 100 HP and has an elemental type and physical class that they have chosen.
AUG 2012 - JAN 2016
This is the project I spent my high school days on - it was not some crazy 3D action game made using Unity, but it showed serious development throughout nearly four years. I redrew every background for each level over 5 times and polish every entity in the game to give it as clean of an aesthetic it could have - levels were redesigned to prevent absolutely crazy frustration, and the physics controller was modified to reduce the amount of bugs in the game. It did not come out perfect, but I know a lot of people enjoyed playing it and felt the emotions I wanted them to feel when they did play the game. Check out the details for my Flash game here.
JUN 2018 - SEP 2018
My good friend asked if I could help make his parents' website anew - basically, a serious overhaul was needed. I started from scratch and built a nice site that has some cool animations here and there. Actually, you can visit it here. It was a nice little project to get me warmed up over the summer - I think I could get the hang of making websites at a faster pace in the future!
FEB 2016 - PRESENT
I started working on this game when RPG Maker MV came out, because my two younger siblings (now 8 and 11) really wanted to be in a fantasy game. I put over 200 hours of work into developing a story and getting a seriously complex RPG going with hundreds of items, maps, weapons, and more, but got overwhelmed and have not been active on it recently. I would like to continue working on it so that I can present a complete product to my siblings (and high school friends), but this will be on hold until I get more progress through with the GameMaker Studio 2 project.
JUL 2014 - PRESENT
I write music that is usually a blend of genres between classical (Baroque) and rock. I have been composing for four years, but the amount of time I put in each year truly is variable. I look to make more when I get more time, or when my GameMaker Studio 2 project picks up some more momentum! Maybe I'll put some of my music up on this site sometime... not now though! :)
SEP 2015 - MAY 2016
I wrote a 19 page paper during my senior year of high school about calculating the optimal camera angle in Super Mario 64. You can read it here. I got to recreate a scene from Super Mario 64 through Unity and perform a ton of calculations that have to do with vectors to get the answer I needed. I thought this was a really fun experience, and it made me appreciate one of my favorite games of all time just a bit more ;)