Created in Godot with Max Zhou and Ariz Taqvi for Pixel Game Jam 2024 (9 days long). Dew is a puzzle platformer where you can utilize form transformations to solve puzzles. Click here to play the game (it's free!).
A 2D top down dungeon crawler game made in Unity featuring a procedurally generated map. Used sprites from Pokemon Mystery Dungeon series. Inspired by Stardew's mines gameplay. Heavily referenced pvigier's blog for procedural cave generation. Read his amazing work here!
I coded this during spring semester 2022. I learned Unity 2D and created this game in 3 months. Special thanks to Adam Mally and Norman Badler for their guidance! And huge thanks to Brackeys, Code Monkey, and countless other online sources that I used to learn Unity :)
Click here to view the Github repo and README.
Click here to view the live demo and play with it.
Click here to view the Github repo and README.
Click here to view the live demo and play with it.
Created in Ren'Py with Allison Kim. A short and silly story about Harry and his friends at Hogwarts, featuring 3 possible romantic pairings. The entire plot of the novel was generated using Natural Language Processing (NLP), specifically GPT-2 trained on various Harry Potter canon plots and Harry Potter fanfiction from fanfiction.net. Some of the quotes in the script were also NLP generated. Click here to download the game and play (it's free!).
Written in GLSL and like all Shadertoys, this is made purely with math functions and code! No meshes imported.
Worked closely with Josh Wolper, Chenfanfu Jiang, and Jacky Lu on the video demonstrating the results of their SIGGRAPH 2020 research paper on anisotropic materials. Learned Houdini and created scenes for the animations (positioning 3D models, adjusting and adding texturing, shading and lighting). Helped import and animate simulation files into the scenes.
Implemented a working ray tracer and path tracer in C++ with OpenGL following PBR (pbr-book.org). Naïve path tracing, direct lighting, full lighting, multiple importance sampling, global illumination, kd tree, constructive solid geometry, various BSDFS, specular materials, texture maps and more implemented. Below is a sample render with 32x32 samples, 8 recursion limit, 768x512
Coded in C++ with OpenGL. Worked on a team with me, Sharon Dong, and David Li. I implemented player physics and collision. I also coded the LSystems and created rivers, caves, and trees.
Game code, graphics, music and design belong to me, Max Zhou, and Ariz Taqvi. Coded in Gamemaker Studio. Won 10th place at FBLA Nationals Computer Game & Simulation Programming competition.
Game code, graphics, and design belong to me, Max Zhou, and Ariz Taqvi. Coded in Gamemaker Studio.