I am MFA of IMGD (Interactive Media & Game Division) of USC (University of Southern California).
I define myself as an Engineer. More specifically, I am interested in code-gernerated art, graphic system optimization and creative game mechism. I am develping my skills on technical artist.
Unbalance is an interactive film inspired by the documentary film Koyaanisqatsi. It attemps to bridge the player's interaction with the film content.
The film clip would be automaticaly generated on the board. The player can learn to drag, resize, activate and delete the video step by step. And in the latter part of the experience, these operations would be lost one by one. In the film, the former part tells how human's society born in nature and experience the industrialization, which indicates human become more and more powerful in controlling the nature. The latter part is quite an opposite. People shows how powerless they are when facing the nature disaster. In the end of the experience, player can just watch the clips of the news report on tornado, earthquake and flood. But they can do nothing about it. They cannot delete the clip, make the clip smaller or even drag it away. The ironical powerlessness becoms a climax of the film.
Tumbler Glow
Role:
Network Engineer/Designer
Date:
May 2015
Type:
Interactive Lamp Set
Tumbler Glow is my undergraduate project
Lady
Role:
Designer/Programmer/Artist
Date:
April 2016
Type:
PC Puzzle game
Lady is a 2d puzzle game that player helps an old man to memorize his story with a girl. Players can search for the dark screen and light up the covered pattern, which represents a piece of lost memory of the old man.
The player uses the mouse to generate the fluid on the screen. And the fluid would light up part of the hidden pattern(according to the position and the strength of the fluid). The goal of the game is to light up all the patterns by making a majority of the each pattern visible. Otherwise, the pattern would fade out gradually. The player should also light up the fluid generator(the light circle) to produce a gush of light fluid to help.
I use the compute shader(GPU programming) to implement the fluid system. I set up a field-based fluid simulation system which is based on Navier–Stokes Equation. Also, I create the multiple interactable module, including the rotatable circle fluid generator and a mesh-based fluid spawner.
The game discusses a way to visualize the uncertainty. The lost memory is represented by some transitory pattern that requires the player to keep uncovering. I hope the experience of memory discovering could bring the reality to the story.
A Handful of Grain
Role:
Designer/Programmer
Date:
March 2016
Type:
Experimental Game
A handful of grain is an experimental game that allows the player to touch the grain and create beautiful patterns. Players can put different kinds of grains (rice, various kinds of beans, etc.) into a porcelain bowl to make the sound. The system(based on processing) would detect and analyze the sound and generate patterns with different shapes and colors.
The game is inspired by the feeling of touching the rice. I quite enjoy the wonderful feeling every time I grab the rice with my palm. I want to make a game introduce this feeling to the people.
How would the player get involved in grabbing and touching the grains becomes a problem in design? The best way to encourage players to do something is to give them feedback, strong positive feedback. So I place a bowl in the middle of the installation to provide sound feedback. And digital pattern would be generated according to the player's action.
Here are some patterns generated in the game. The pattern would grow in the center and then expand to all directions. It indicates the growth of a city. The road is expanded and the population increases. It finally becomes a picture of the city from the aerial view.
Dandelion
Role:
Designer/Programmer/Artist
Date:
May 2016
Type:
Mobile Puzzle Game
Dandelion is a simple yet philosophical game. Normally speaking, it is a 2D mobile puzzle game. You help the dandelion to spread seeds among the mountains and caves. The main mechanics include shifting perspective and striking the screen to blow seeds through the wind. Your aim is to bring life to every corner of the world.
Striking the dandelion, like what we would do as a kid, can spread out its petals. Flowing with the wind and landing on a new land, the petals will grow as a new flower. The action is designed for bridging the experience between the virtual world and the nature. I hope the player can feed nature on their finger when they are striking the dandelions.
The mechanics of shifting perspective is based on the theory of perspective difference and optical illusion. The player can move the camera to view the scene from different angles. The relative position of the objects in the scene would be modified according to its movement. With the use of visual dislocation, the player can remove the barrier between the platforms or changes the direction of the wind. You can help the dandelions to approach some seemingly unreachable locations.
The aesthetic of Dandelion is in the style of ancient Chinese painting. The content is of nature. My intention is to subtly draw the player's perspective from the internal world of a creator to the external world of nature. The player's fingers dab the screen like paint. The seeds give root to crisp silhouettes of nature.
Rather than hinging on a dramatic arc, the narrative of Dandelion dramatizes the mundane life cycle of a simple dandelion. In the States, this flower is not perceived as something special; it is a weed. For me, though, this flower, which grows pervasively, is a nice metaphor for the life of everyman.
Dandelion is intended to evoke relaxation in the player. My hope is that the wordless, universal design elements plant these deeper meanings in the player's subconscious.
Every Raindrops
Role:
Designer/Programmer/Artist
Date:
December 2016
Type:
PC/Mac Walking Simulation Game
‘Every Raindrops’ is about an encounter in the rain. It was raining in the afternoon. He did not bring the umbrella, which reminded him of the first meeting with her. He chose to go home without cover. But he was blocked by a strange huge ship. When he turned back, she coincidentally showed up in the rain...
The game is a third person perspective walking simulation game. Player acts as a male character walking in the rain without cover. He came across with several strange events and the player can experience with him.
Project Title
Use this area of the page to describe your project. The icon above is part of a free icon set by Flat Icons. On their website, you can download their free set with 16 icons, or you can purchase the entire set with 146 icons for only $12!