An arcade multiplayer racing game and SMU Guildhall TGP II team project. Players control cute hamsters racing through three unique tracks, mastering the hamsterball's rolling and bouncing physics along with seven power-ups to take first place. Supports up to 4-player local split-screen.
I worked as the AI programmer on this project. I built the racing AI's environment perception. The AI uses Unreal's Spline to set up a track coordinate system and split the track into segments. This lets it know where it is, which direction to go, and how wide the lanes are.
I also built the AI's behavior logic. The AI scores each lane and picks the best one. It can choose between forked paths and adjust its turning line. I provided level designers with a six-tier weight tag system. They can tag obstacles and items on the track to easily tune the AI's avoidance and approach behavior.
A side-scrolling 2D puzzle game and SMU Guildhall TGP I team project. The player controls a spider that cannot climb the normal way; instead, it uses its uniquely elastic webs to navigate obstacles, evade hazards, and reach the top of the spider nest.
I worked as the gameplay programmer on this project. I built the core web mechanic. The web is elastic when pushed sideways and pulls along its length. The physics are based on Unity's joint system.
I also built the character abilities around the web projectile — shooting, bullet management, an aiming guide line, and the web's connection building and auto-breaking. I also made the menu UI, a simple dialogue system, and its editor tooling. You can configure dialogue flow, images, sound effects, and text box visibility in an editor panel.