I am a Software Engineer with a holistic approach to software development. I specialize in the development of Core Systems Technology, Tools & Middleware, and Logic & Gameplay of Application and Game Software.
For over years in the Film and Video Games Industries combined, I've been involved in every phase of product development, from inception to live operations. I've also taken on leadership roles as a Lead Developer in earlier stages of my career.
While my roots are in the Games Industry, I'm also eager to transition into other technology-driven sectors. I firmly believe in the transferability of my software development skills and pride myself on being an enthusiastic, fast learner. I'm well-prepared to tackle new challenges, whether it's leading teams, leveraging cutting-edge technologies, or driving innovation in unexplored domains. My diverse background and determination position me as a strong candidate for leadership roles in any tech-focused industry.
Current and Past Affiliations
What If...? An Immersive Story
- Ownership of product features for prototyping and development including Hand Gesture Mechanics
- Advocated plugin development and architected frameworks and systems to streamline development and processes for faster cross-project start up and iteration. (Designer's toolbox/framework)
- Created a highly-reusable and customizable Tutorial System for designer's use.
- Implementation of a bespoke Patching and CDN system by combining Unreal Engine's Chunking System with Apple's On Demand Resources.
- Extensive documentation of essential processes from on-boarding new team members, troubleshooting issues, technologies used/developed, and other technical documentation.
- Continuously engaged as a supporting role to the team to actively resolve blocking technical issues of the builds or technology stack.
- Took part in automating software stack preparation and installation during the expansion of team size in the early stages of the company, where there is no immediate available human resource for it.
- Advocated and enforced good software engineering practices during code reviews and mentoring colleagues.
- Research and Development for confidential high-profile hardware and software products-in-development by third-parties.
Big Top Arcade Game
CONFIDENTIAL
Preview Unavailable
- Design and development of In-house Sound Application Tool for Torque Game Engine.
- Supported artists by implementing add-ons or workflow automations in Maya and 3D Studio Max.
- Researched on various hardware platforms and operating systems for use as an Arcade platform.
- Designed, implemented and integrated in-engine, the functionality to communicate with the Custom Arcade Rig as input device using RS232.
- Designed and implemented gameplay framework (Application Flow, FSM, etc.)
- Owned and developed gameplay (logic, AI, controls) of some mini games.
- Implemented most of the UI widgets present in the game.
- Created automations for the generation of builds.
- Managed and mentored engineers as a lead engineer.
- Created the company's engineering knowledge base from scratch in SharePoint.
Assassin's Creed Rogue
- Implementation of Reverse Boarding Game Subsystem
- General gameplay debugging and maintenance across systems.
Assassin's Creed IV: Black Flag
- Ownership of UI for Singapore-based missions (ie. Harpooning) and their general maintenance.
- Engineering support and delivery of the 2013 E3 Live Demo.
- Engineering support for Naval contracts missions.
- General gameplay debugging and maintenance across systems.
Burn Zombie Burn!
- Ported original PS3 game to Windows Platform for Steam release.
- Solved Windows platform-specific problems and use cases.
- Implemented additional Gameplay content and UI.
- Designed and implemented Keyboard, Mouse, and Gamepad controls scheme.
- Deep diving to diagnose and debug video card compatibilities.
- Managed and mentored engineers as a lead engineer.
Circus Games / Funfair Party
- Migrated original gameplay from Arcade platform to the Windows & Wii platform.
- Migrated original tools from Arcade platform to the Windows & Wii platform.
- Designed and implemented gameplay framework (Application Flow, FSM, etc.)
- Owned and developed gameplay (logic, AI, controls) of some mini games.
- Implemented most of the UI widgets present in the game.
- Created a simple automation for the generation of builds.
- Managed and mentored engineers as a lead engineer.
Final Fantasy Brave Exvius
- Major implementation of Meta-game flow, Scoring display evaluation, Reward Selection Flow in Clash of Wills global game feature.
- Improved turn around time for resolving client-side issues reported by users by implementing the Reporting Module, a custom remote device log retrieval tool.
- House cleaning and improvement on the build/production pipeline that involved re-writing and debugging of BASH and Python 3 scripts integrated with Jenkins.
- Implementation, upgrading and streamlining existing/new tools, game features, and SDKs for 3rd-party compliance of a live mobile game product.
- Took charge of overhaul of the Localization system and tools of the client app to support multiple languages while preserving space and memory.
- Resolved a long-standing out-of-memory crash, by deep diving and did a full clean out of all memory leaks found in the sanitizer. This help user retention of tablet users.
Disney Epic Quest
- Implementation of Meta-game flow, which connects all parts of the games like missions, tutorials, progression, battle system and debug options.
- Prototyping and implementation of runtime dynamic switching of landscape and portrait control modes and an accompanying technique in-editor to be able to preview this properly.
- Developed the A* path finding algorithm to supplement the game's AI. This is accompanied with an in-editor tool for level designers.
- Created the Tutorial System within the game and the First-Time User Experience (FTUE) that goes along with it.
- Created reusable visual effects in the game for showcasing visual effects of character's ultimate skills
UNRELEASED - Shonen Jump IP Mobile Game
CONFIDENTIAL
Preview Unavailable
- Prototyping of several iterations of Camera systems in normal mode and on 1-on-1 boss battles.
- Prototyping of several virtual pad control schemes and swiping actions for the battle system.
- Prototyping of different in-game HUDs for different use cases inside the game.
- UI screens of the meta gameflow and some UI-driven animations.
- Upgraded the in-house custom engine to have a built-in deployment to iOS platform.
- Created and integrated some manga-style particle systems for battle effects.
- Created the JRPG style of avatar and dialogue system with support for localization.
- Created reusable full-screen visual effects in the game for showcasing visual effects of character's ultimate skills
Monster Blade
- Proposed adoption of Unity Engine 3.0 to the company and team, and architected the production workflow and trained the team.
- Created custom platform-specific plugins to add to the Unity Engine.
- Designed and created the Sound Manager, Patching System, and Asset Bundle Resource Manager.
- In-game HUD development and visual effects (e.g. life bars, combo counters, textual cues).
- Camera system for the battle system, which is mostly a 1-on-1 boss battle type.
- Prototyped and implemented battle system user controls mimicking Infinity Blade with side dodging capabilities.
- Designed the structural layout of the battle arena level.
DaVinci's Quest
- Created the cross-platform Coin Framework from scratch leveraging previous technology used by the company but applying Entity-Component System (ECS) as the gameplay framework.
- In the Coin Framework, I've also created the Sound System and integrated the Bullet Physics as our physics engine.
- Implemented the Coin Pusher game mechanics and controls.
- In-game HUD development and visual effects (e.g. life bars, combo counters, textual cues).
Coins Vs. Zombies
- Implemented the new coin pusher controls of shooting coins from a single rotatable point.
- Added respawnable hittable targets in a rotary platform.
- In-game HUD development and visual effects (e.g. life bars, combo counters, textual cues).
Coin Pirates
- Performance optimizations like eliminating memory leaks and applying the concept of object pools.
- General application debugging.