Level/Map Designs
Short summary of design experiences
Dusk, Multi-player Deathmatch
A high-intensity close-quarters multiplayer death match map for two to four players. With a visual theme reminiscent of a demonic Colosseum easy to locate yourself and enemies at the same time on the map with multiple routes between each floor. I want players to focus on run-and-gun and constantly fight each other by placing high-priority objectives in the opened and centered place of the map. Even the spawns are not perfectly safe from the battle but having some cover to provide minimum safety.
A high-intensity close-quarters multiplayer death match map for two to four players. With a visual theme reminiscent of a demonic Colosseum easy to locate yourself and enemies at the same time on the map with multiple routes between each floor. I want players to focus on run-and-gun and constantly fight each other by placing high-priority objectives in the opened and centered place of the map. Even the spawns are not perfectly safe from the battle but having some cover to provide minimum safety.
Rusty Laboratory, Single-player
Single Player map made in Trenchbroom for nQuake. With a visual theme reminiscent of an old, abandoned biomedical laboratory, it's the player's job to escape and break through the various threats of this rusty lab.
Single Player map made in Trenchbroom for nQuake. With a visual theme reminiscent of an old, abandoned biomedical laboratory, it's the player's job to escape and break through the various threats of this rusty lab.
Abandoned Apartment, Single-player
This work was a level design challenge made with UnReal Engine 4, under the limitations & conditions.
I had to complete a single-player FPS level that contains the following conditions: 2-4 floors, vertical combat, specific metrics, and maximum 3 hours to design & gray box.
This work was a level design challenge made with UnReal Engine 4, under the limitations & conditions.
I had to complete a single-player FPS level that contains the following conditions: 2-4 floors, vertical combat, specific metrics, and maximum 3 hours to design & gray box.
Interactive Story Designs
Self-Review of Interactive story design experience
The Fall of Elementals - Dungeon World Adventure
This work was to make a custom rule book of the "Dungeon World." In this rule book, players will be saviors of the world. It was my first experience of TRPG! Through this work, I have a focus on demonstrating my story developing skills such as interactivity, usability, setting & plot developability, etc.
This work was to make a custom rule book of the "Dungeon World." In this rule book, players will be saviors of the world. It was my first experience of TRPG! Through this work, I have a focus on demonstrating my story developing skills such as interactivity, usability, setting & plot developability, etc.
Scripting / Programming
https://rosemary-personal-finance.vercel.app/
RoseMary - Personal Finance is Web application project that help users manage their money spending. This was the collaboration project with 3 other people. I have participated as Front End Software Engineer and some aspect of Back End Software Engineer also. The biggest obstacle of this project was connecting our Web App with Firebase-FireStore database in real time. I have overcome this via communicate with other team members to research together and discussed better way to implementing it. This website is hosting with Vercel. Feel free to try it!