Design Portfolio
ROKH is the second credited project that I worked on at Nvizzio Creations. I was asked by the ROKH team if I'd like to join the project to help them with design. At the beginning of the project I worked closely with the UI Artist for the creation of the UI in the game. Eventually I helped my Senior Design create crafting recipes and balanced the formulas using our internal tool.
Design Highlights on ROKH:
- Worked with UI Artist to create UI Wireframes
- Created crafting recipes for the game by using Nvizzio's internal tool
- Updating and balancing recipe formulas for the crafting system
- Creating debug commands to spawn items in the game for QA to test
Highlights:
- Game Design
- Documentation
- UI/UX
- Localization
- Integration of assets
- Creation of pre-made assets
- Created an automated macro for exporting localization
- Scenario Balancing
- Scenario optimization
During the first two years of the project, I helped my Senior Designers out with creating the UI wireframes for the game. As the game got together, more and more assets were made and I was given the task to keep track and integrate all of the game assets. The artists would finish creating the model and they'll send them over to me to create a prefab. When I received their model, I was in charge of added all necessary components and scripts on the items for the object to work in-game.
As the game was nearing Early Access, I was given the task to track all of the strings in the game to get ready for localization. I ended up creating the localization system using excel and simple macro functions to automate the export process. Since then, localization and asset integration became the main task I worked on.
Design Highlights on RollerCoaster Tycoon World
- Created a spreadsheet to generate localization tokens for the game. Included simple macro to quickly export out different languages into a csv format.
- Creating pre-made roller costers for players to use in-game
- Prepare and Integrate new assets into the game. Attaching all required components onto prefab, insert localization token, taking screenshots and add them to the data asset for the new assets.
- Managing data assets for all scenery, buildings, and rides in the game. Sorting the assets into different categories, setting the default price to purchase item in-game.
- Creating Wiki pages to pass on the knowledge on how to integrate new assets, add new roller coaster types, adding new localization.
Highlights:
- Game Design
- Gameplay scripter
- Created game mechanic using playmaker
- Review and optimized existing scripts
In summer of 2014, I had an internship for my teacher's company, Pixelz Games, while I was still in school to help me gain as much experience as I could before graduations. My teacher, Raphael Fortin, knew that I was confidence with my visual scripting skill therefor the first task for me in the project was to fix or polish existing scripts that were made in the game.
Raphael then gave me the following features to create with Playmaker:
- Creating a pick-up and a snap system for the game, which is one of the main feature of the robot, R3D.
- Create the AI for the turrets in the game, an obstacle which prevents the character from proceeding.
- Helped Raphael create a teleporting system which swap the position of the two robots, R3D and BLU3.