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LATEST PROJECTS

Cook a steak

Brief steps to cook a steak:

1. Light the fire with right hand doing pinch and left hand doing rotation.
2. Put the pan&steak on fire with hand doing grasp and move.
3. Choose seasoning with "one" "two" "Three" "Four" gestures.
4. Flip the steak with a flipping gesture.
5. Turn the fire to low
6. Turn off the fire when it is cooked(here we encountered a Kinect recognization bug, to be improved )
7. Move steak to dish
8. Chop lemon with right hand doing pinch and swipe downwards.
9. Squeese the juice with a grasp gesture!

Zealous Chip

Have you ever think of that the brain of a zealot in StarCraft look like? Check out the graph on the right. Does it look like a chip? Yes, it a ZealousChip to control the brain of a zealot!

This is an informal thesis which summarizes the research I've been doing recently on the AI of RTS micro management. As mentioned in my portfolio that I designed an supervised ANN for micro management in StarCraft1, this time I modified it to become an unsupervised version, which turned out to give the game units  more freedom to advance self evolution as well as making the programming efficient.

Kintris

Hand gesture tracking by Kinect are used as controls in this Tetris-like game.
Here is the control list:
Horizontal Movement of Hand: Move shape
Vertical Movement of Hand: Select next shape
Fist + Hand Rotation: rotate shape
Thumb Pinching: Speed boost for shape

Gravitation

This is the final project of my Game Design class in my undergraduate school.

It is coded under Unity 3.0 with C#.

It is a game in 3D perspective.

AI part is simply written in FSM.


Some Open Source used:
Detonator Package
http://unity3d.com/support/resources/unity-extensions/explosion-framework.html

Game Design: The Final Heist


Logline:

The Final Heist is a 2-player strategy game where a robber tries to commit his final heist before retiring, without getting caught by the cop who's been following him the last 30 years.


This is a group project on board game design. We brainstorm, discuss and realize our ideas into this game.
Check out the video on the right for a brief idea.

Game Design: Turn-on


Logline:

This is a heartbreaking era, making a relationship works has never been this hard before,4 Lonely bachelors get together and they want to have a date with another bachelor they like. The last couple(2 players) that are not heartbroken wins.


This game is designed in the sense of making a board game with a much stronger social flavor. Encourage more oral interaction among players by involving elements like trade, bargain and date. Also, the large variety of combiantions of clothes can be really funny when 2 guys are dating each other while one of they is a gangster dresses in leather, pink bikini and another is  a geek dressed in knit pajamas.

Frenzy Soccer

 

Networked:

1. Authoritative(player inputs ball movement, referee) mixed with non-Authoritative(characters' states, animation, etc) server mode.

2. Communicate using RPC for most situations and  built-in state synchronization in some cases.

AI:

Built a two hierarchy state machine to handle events between players and players, players and teams, players and referee.

 

Core Overload

Core Overload is one of the selected games for the 2012-2013 USC final games year. It’s a fast-paced top down shoot ’em up with deep customization, built in UDK from the ground-up to be focused on networked (online) multiplayer. Players are able to build their ships using different combinations of wings, engines, chassis, weapons, and cores. During battle, players are able to break apart their opponents piece-by-piece by destroying individual parts and weaken the overall ship.

 

I am involved with tasks on collision customization, module-based destruction and SFX in the team.

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