Miscellaneous
Level Design



Using lights to guide the player

Showing the player that the enemies spawn after picking up the item.

Same scene but sticking to the lights to guide the player.

A show of the creation of the level with regards to the paper prototype. Referencing of ruins to keep it believable.
Disarmed
Completed solo project
The task was to create a multi-room level.
I set out to design this level with two goals in mind. Firstly, the player should always know their objective. Secondly, the player should always be aware of the number of enemies. All the assets were free from the store.
I have chosen to use lights to guide the player and utilized the matinee to give the player an eagle's eye view of the level. Thus, allowing the player to strategize.
User interface/User experience Design

Blob runner's analysis on menu design, Ads, game mechanics and some tech

Snippet for UI analysis on Chess Rush. Positives and negatives.

The screenshot shows a side by side comparison of the screen and the breakdown.

Blob runner's analysis on menu design, Ads, game mechanics and some tech
Game analysis
Completed solo project
This document contains the research that I have done on several hyper-casual games and PVP games for UI/UX.
This analysis details my observation of the different games' UI & UX. It also contains notes on the wireframes as I broke down the various screens.
Through this, I have learned and refined my research and analysis process.
Unreal Engine 4
Lamitak Homes
Lead Developer
Lamitak Homes is an interactive platform to visualize the interior design of a house. It is a networking UE4 project that utilizes two computers. I was in charge of creating and maintaining the program upon receiving the UI design.
Puteri Cove Residences
Software Developer
Puteri Cove Residences is a mobile application. The application is much like a pocket showroom. Being one of the few developers on this project, I was in charge of implementing the UI and creating the back-end system.