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Technology: Action Script 3.0, Photoshop, Maya, Illustrator
Interactive Exhibition for Australia National Railway Museum
- 2D Artist
- UI Design
- Character Design
- Flash Game Prototyping
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Jungle Book-It
Technology: Python, Panda3D, Maya 8.0, Adobe Photoshop
Racing game, collecting bananas.
- Designed gameplay
- Designed game environment
- Painted textures
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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
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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
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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.
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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.
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| 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. |
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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.
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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.
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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.
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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.
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