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Echoes Of Eternity

Echoes of Eternity is a third-person action-adventure game with soul-like mechanics. Set in a mystical and desolate world, players take on the role of a lone warrior on a journey to restore balance. The game combines challenging combat with a unique pulse dash traversal mechanic, offering an engaging and immersive experience.

I was the game designer and game devoloper for the game and my responsibilities were -

  • 1) Design and create the core mechanics of the game

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  • 2) Level Design

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  • 3) Art assets placement

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  • 4) Solve any bugs that the game has, playtest the game

At the end of the 8 weeks, I had achieved our goal of making a polished level. I had to go through a lot of crunch time but I enjoyed every second of development.

Game Design & Code

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The Midnight House

The Midnight House is a horror survival game that was made with a team of 5 in 15 weeks. We made the game in Unreal primarily because we wanted to learn more about the engine. The aim was to get a working concept (that could be further expanded with more time and resources) and have it be as polished as possible. We developed it for PC.

I was the lead game designer and lead game engineer for the game and my responsibilities were -

  • 1) Design and create the core mechanics of the game

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  • 2) Work with Artist creating asset that match the game design

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  • 3) Create the puzzle for player to solve and progress and solve any bugs that the game has, playtest the game

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  • 4) Solve any problems that artists and engineers may have; assign works for artists and engineers

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  • 5) Solve any bugs that the game has, playtest the game

At the end of the 15 weeks, we had achieved our goal of making a polished level. We had to go through a lot of crunch time but we enjoyed every second of development. Our game was very well received by the students and faculty of our college. 

 
 
 
 
 
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Regular view game demo:

God Save the Queen

God Save the Queen is a social-stealth game, involving betrayal, deceit and trust using emote communication to patch the suspicion within the room. Seven factions, One Queen, Two Traitors. It was made with whole class around 20 in 15 weeks. We made the game in Core™, the community-focused game creation tool with everything you need to develop and publish high quality games. We wanted to learn more about the engine. The aim was to get a working concept (that could be further expanded with more time and resources) and have it be as polished as possible. We developed it for PC.

I was the game programmer and tools creator for the game and my responsibilities were -

  • 1) Work with artist and creating tools that helping their work faster 

  • 2) Create working mechanics with artist assets

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  • 3) Create Warden Class: Arrest Warrant Ability 
     - Shackle enemy , Unlock by others , Drop the shackle , Someone pick up Repeat

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  • 4) Bouns: Vacuum Weapon

        - sucks enemy in , a variable to set suck speed

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  • 5) Playtest the game and solve any bugs that the game has ; solve any programming problem

At the end of the 15 weeks, we had achieved our goal of making a polished level. We had to go through a lot of crunch time but we enjoyed every second of development. Our game was very well received by the students and faculty of our college. 

 
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Cubenomicon

Cubenomicon is a 3D AR interactive puzzle game focused around navigating a ball, containing the player’s chosen animal avatar, through interconnected levels filled with physics-based puzzles and challenges designed to engage students of various ages. It was made with whole class around 20 in 15 weeks. We made the game in Unity3D. We wanted to learn more about the engine and AR. We developed it for PC.

I was the lead game designer and lead game engineer for the game and my responsibilities were -

  • 1) Design and create the core mechanics of the game

  • 2) Work with Artist creating asset that match the game design

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  • 3) Tested Rope Plugin functionality and capability

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  • 4) Worked on Scissors cutting the Rope
     

  • 5) Worked on Play, Edit, Reset system of the gam

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  • 6) Made UI system working in zSpace, only enable physics in Play mode, Drag only enable in Edit mode

At the end of the 15 weeks, we had achieved our goal of making a polished level. We had to go through a lot of crunch time but we enjoyed every second of development. Our game was very well received by the students and faculty of our college. 

 
 
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Whac-A-Mole Game

Whac-A-Mole Game is a popular arcade game. It was a single person project. I made the game in Android Studio. I wanted to learn more about Android Studio. I developed it for Android phone. I was the game programmer and game engineer for the game.
 
 - Make a android studio kotlin game
 - Whac A mole game
 - A start menu screen
 - A game screen
 - A high score screen
 - A option screen
 - Click Respond
 - Interactive
 - Image changing
 - Bug fixing
 - Game Restart

Tech Art & Arts

Basic Character Rigging Example (with Script and Animation at the end)

This is a video showing the whole body full rigging and the control done by me. I also created a Maya Python Script to make Facial Rigging Control, the yellow dots on the face are the examples.(4:35) Short animation is showing at the end.(5:06) The 3D model is free from online. (on the video description)

 
 

Modeling & Texturing

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Texturing & Lighting

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