Ludonarrative Consistent Game System
10-minute repeatable action RPG built in unreal engine 4.24
This was the central prototype for my master’s portfolio. The purpose of this prototype was to highlight a new systemic way of building narrative within game design. Here I designed a system to change the player’s character’s personality based on how the player played, then branching the narrative based on this personality change. This project required User-testing and an extensive thesis write-up of the various design requirements, strengths and weaknesses of the system.
Game available here: https://bit.ly/LudonarrativePrototype
Thesis available here: https://bit.ly/NovelNarrativeSystem




Enviro-Sampler
Prototype AI-driven project for quickly visualising potential level designs
In this project, I outlined how you could train a GAN visual AI to recognize and replace the various aspects of an unreal engine environment, such as the landscape heightmap, trees, foliage, grass, and rocks. This involved using Unreal Sequencer and procedural foliage and grass tools to create perfect matching data-sets with the added meshes and textures as templates. The idea being, that once the model was trained the artist could input new templates based on new meshes and textures to quickly concept out new potential environment designs.
Deep Learning to Improve Player Experience
Play-model built in Unreal
Template-based GAN - built using TensorFlow model in python
Visual Interpolation built with Javascript
The purpose of this project was to create an AI-based tool to improve game balance and assist in the quality assurance process. The prototype tool uses pix2pix deep learning to improve the combat experience of a small unreal engine game. It does this by training the pix2pix model on the visual interpolations of both the initial statistics of play sessions and the user reviews of those sessions. The goal of this process is to train the model to find correlations between desired play states and their associated statistics. Thus informing designers on those correlations.
Image Translation
Generative Adversarial Network - built using python, bash and javascript
Environment Data Set built using Unreal and World Machine
In this project, I used the existing Tensor flow GAN framework to train a model based on an unreal environment. The primary goals of this work were to familiarize myself with GAN models and build a simple style transfer model. Sadly due to the two-week turn around of this project, it was only possible to train a 64x64-pixel model.
ReadMe available here:
Google Doc

Hunter
Souls-like and Musou game mashup, built in Unreal Engine
This was my first UE4 project, it started as my solo project but was picked in the Advanced Game Design class to move on to a group project, where I was Team lead and sole programmer. The goal with this game prototype was to mash-up souls-like and Musou genres. Creating two modes of play, a horde phase and a Boss Duel phase.
Design Journal and Post Mortem available

Hunter - Unreal Game
Towers of Alchemy
Four-week game project built in Java
This was a group project I lead which combined the ideas of tower defence and wavebased twin-stick action games. This was my first ever game project at University. The main challenge of this project was building everything in Java with simple 2D graphical libraries as opposed to using any kind of game engine.



Chronicles of Eden
Built in Unity, a group project with Agile development
As a team, we made a short top-down Zelda style game with simple combat and AI interaction-based puzzles. I worked on various aspects of the development such as Animation controllers, attacks, dodging, mouse controls, camera controls, navmesh implementation, as well as various code fixes and simplifications.
Group Github Link here:
https://github.com/yisianlim/Chronicles_Of_Eden
Design Blog and Postmortem available here:
Google Doc

ChroniclesTrailer
Pointillism and Gaussian Flow Field
built with Javascript and HTML
This project I created for my sister as a birthday present making an art piece inspired by her own photographs. Here again, I'm using pointillism based interpolation but instead of a grid or random based pixel distribution, I'm using particles travelling through a gaussian flow field to distribute them. In this case, the masks are just helping with the initial particle distribution and dictating the size and opacity of the particle thus creating more and less defined areas.



Mathematical Shapes
Built with Javascript and HTML
Here I explored sketching shapes and images with mathematical constants creating a somewhat infinite space that you can explore. As you zoom into these objects they change and morph into new objects.
Detailed documentation and working code
Available Here: http://bl.ocks.org/SezuraNova/67874ea9a8700a5a1dd8f0d276dc227d

Mathematical Shapes
Living Wallpaper
Built with Javascript and HTML
This project's design outline was to create an animating background image that reset in a perfect loop. The main design challenge was to create something both visually striking but not too obnoxious so it could still be used as a desktop background, for instance.
Detailed Design Docs and working code available here: https://bl.ocks.org/SezuraNova/bccfa93255d8e2b36405acf78050b54e

Living Wallpaper
Crowd, Event and Friend Finder app
group project, built with Javascript
The goal of this prototype app was to allow users to create and plan events and find their friends attending the same event in real-time. My role was the backend coding handling the google maps functionality and the saving and accesing of profiles, events and friends to and from the cloud database using firebase and google authentication.
Website: https://mcleanmika.github.io/crowd/?fbclid=IwAR15wRGB5zm_d54B9wRkqGBRCCsbEp-j9T8c_oRoUN-cx37GbxpZYNdrQW8
back end code:
https://github.com/SezuraNova/Emily-sStuff/blob/master/app.js
