CURRENT PROJECT

Trino

 

 

Current Project: Xbox Live Arcade

I am currently working on an Xbox Live Arcade Game as part of my ETC studies in Electronic Arts Redwood Shores with three other team members. The game is currently under development. In this project, the game is built on our own game engine. I created the particle system and lighting system for the engine. My role on this project is Technical Artist and Visual Effect Artist.

Trino is now available on Xbox Live Community Games!

  Awards:

Top 20 Finalists Microsoft DreamBuildPlay Competition, 2008

Five Community Games to Watch, 2008
Our game is spotted on IGN as the five best communitygames.
http://xboxlive.ign.com/articles/926/926503p2.html


Official Xbox Magazine, 2009 Feb.
http://etc-projex.blogspot.com/2009/01/trino-interviewed-in-oxm.html
 
PAST PROJECTS

The following projects are from my BVW(Building Virtual World) class and ETC projects.

Tea and Sugar Train

 

 

Tea and Sugar Train
http://www.etc.cmu.edu/projects/teatrain/progress.html

Technology: Action Script 3.0, Photoshop, Maya, Illustrator

Interactive Exhibition for Australia National Railway Museum
- 2D Artist
- UI Design
- Character Design
- Flash Game Prototyping

Pixey

 

 

Jungle Book-It

Technology: Python, Panda3D, Maya 8.0, Adobe Photoshop

Racing game, collecting bananas.
- Designed gameplay
- Designed game environment
- Painted textures

Pixey

 

 

Pixey

Technology: Python, Panda3D, Maya 8.0, Adobe Photoshop

A 3D interactive story about how a pixelated girl upgrades herself to a 3D one. Using PlayMotion to interact with the 3D world.
- Developed story
- Designed characters
- Created textures

Pixey

 

 

Astral Chase

Technology: Python, Panda3D, Maya 8.0, Adobe Photoshop

A four player chasing game with special aesthetic style.
- Glow shader
- Designed gameplay
- Designed texture

Pixey

 

 

To be a yogamaster

Technology: Python, Panda3D, Maya 8.0, Adobe Photoshop

3D version of human tetris, guests must use their bodies to fit special holes in the coming walls to prove themselve eligable to be an appretance of the yogamaster. There are three stages, abstract shapes, yoga poses, and animal shapes. During each stage, there are some surprising shapes. I designed the yoga master model, textured him and different theme , environments, and painted them.

Pixey

 

 

Hands of God

Technology: Python, Panda3D, Maya 8.0, Adobe Photoshop

A 3D puzzle game, which needs guest to pick up smaller animals to help them avoid being eaten by larger ones, and save certain number of animals to win. My roles were painter and producer, designing the whole style of the game, painting all 2D and 3D objects. As a producer, I was responsible for setting meetings and schedule.

 
TOOLS
effectEditor.mov

 

 

Particle Effects Editor

This Particle Effects Editor is created using C# and XNA for my current project Trino 2.0.

Using this tool, artist can easily Load effects stored in XML formate and modify them.
This editor also allows artist to compose multiple effects with reference models and background.
To add new effects into the game, artist can simply save their work in XML format and put this XML file in game code.

 
INDEPENDENT STUDY

During Spring Semester 2008, I had this Independent Study with my advisor Carl Rosendahl . The topic of this Independent Study is to investigate different kinds of lighting and materials through shader programming.

Pixey

 

 

Normal Mapping

Technology: C#, XNA, HLSL

Normal Mapping is commonly used to provide depth cues to a flat polygon. Normal mapping requires additional (normal) texture to encode the perturbed normal for each pixel. The screen shot on the left is the combination of three rendering techniques: normal mapping, soft shadow and per-pixel lighting.

ShadowMap

 

 

Soft Edged Shadow

Technology: C#, XNA, HLSL

Improving on the hard shadow map, I generate soft shadows using a technique called Soft-Edged Shadow. The result is pretty impressive and certainly enhance the visual quality.

ShadowMap

 

 

Particle System with Point Sprite

Technology: C#, XNA, HLSL

Particle Systems are very common techniques in order to create effects in movies and games. I implemented a 3D Particle System using point sprite technique. The advantage of this technique is that I can get automatic billboarding.

ShadowMap

 

 

Projective Texturing

Technology: C#, XNA, HLSL

Projective Texturing is a common texture mapping method that allows an image to be projected onto a scene as if from a slide projector. I also shaped the light by using another texture.