Ron Tang, BDes |
rev 1.05c 2018 1106
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Games
Star Call | Rapid Rescue
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Game play screenshots
A lone star pilot rescues animal pods and combat hostile waves of aliens in a frantic space shooter.
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Launch Fighter
My 8 week (+2 weeks for patch) solo game and a first step into C#. With no experience coding prior to this project, I had to make sure I selected the right genre and scope it appropriately. Looking back, I did bite off a little more than I could chew, but I'm glad it ultimately came together, despite the frayed wires left sparking in my head.
I had great fun creating the art assets and designing the particle effects on the bullets. A couple models was provided by a classmate which lead to several texturing passes required to ensure all prefabs were on equal levels of finish using the same palette. Since the colour themes were already set, designing interface (UI/UX) and layout came together quickly as I also had some previous experience. During game testing phase, casual players felt the difficulty was a little challenging, while the hardcore players' feed back was it was too easy. A third player type that emerged, were the ones who flew to the bottom of the screen and just moved laterally. They could not activate level triggers and were could not proceed. After some quick on the fly debugging, in the middle of Edmonton's K-Days exhibition grounds, it was recompiled and resumed playing and complete the level. |
Fires of Magdala
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Cinematic screen shots
The Archangel Tyrael sends Nephalem on a fiery quest in the harsh lands of Dry Steppes.
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Roll Camera
Inspired by the hand drawn Diablo III cut scenes, I chose cinematics as my specialization. At the time, hype for Rise of the Necromancer was at its peak so the timing was perfect.
With 10 weeks of allotted time, I spit the project into 2D and 3D halves. The digital paintings were a blast to illustrate. Even making fine adjustments to the layers so the paper texture feels right was rewarding. The second half with the 3D however, required more attention. The character models and pyro effects from the Unity Asset Store had its own unique setup, so much of it had to be re-rigged and re-textured. Wait...Cut! After receiving some great feedback regarding the 3D models, shaders and post processing, the next edit will feature all 3D elements redone as hand drawn as matte paintings and plates. As painful as it is to cut all the 3D after the time invested, the illustrations by far emerged as the strongest element and also matches the spirit of Diablo III cut scenes much better. Stay tuned. Intermission will end shortly, come back with some fresh popcorn. |
Plutonic Penguins
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Antarctic Blue Penguin
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Brrr. It's cold out here
My first step into Virtual-Reality. Plutonic Penguins was our snowball thrower game for the HTC Vive developed over the course of 2 and a half months. After ideation and defining the core player experience, I immediately took on the role as art lead and started designing the frigid Antarctic landscape along with the penguin characters.
As intense as the scheduling was, I was able to run through the whole character pipeline for the penguins. Starting from concept, I took the sketches into modeling, texturing, rigging, animation and implementation into Unity. With a little help from our tech lead, we were able to seamlessly integrate the animations with the AI. Mid development, we showcased our half baked game at Dark Matters at Telus World of Science and cringed as we watched game testers spectacularly not play the game. Perhaps it was the immersion into VR, but they were more interested in petting the sweet penguins (which of course did nothing) than throwing snowballs. So, the day after, an interactive tutorial was in the works. Shout out to the lady who played and tried to pickup the sweet penguin and laughed. Watching her giddy expression validates all the effort I put in. To bring back the penguin to the masses, I shall animate a few more actions, smooth it all out and put it up on the Unity Asset Store. Any ideas for a name? How does Keikay sound? |