
March 24, 2025

Features:
1. Combined Character Class and AnimInstance Class to work together to realize a directional-driven character movement animation system.
2. Trimmed stop animations for four directions: forward, backward, left, and right using Unreal Engine 1D Blend Space and C++.
3. Allow dynamic motion state transition while jumping using Animation Blueprint.
March 26, 2025

Features:
1. Aim Offset with -180 & 180 Horizontal and -180 & 180 Vertical Axes.
2. A new character was added with directional animation.

Feburary, 2025

Features:
- Updated the character run/walk animations with Samurai Pack by Kevin Animation.
- AI Pathfinding + React to sensor + React to hit from Character.
- New attack animations from the same package.
- Added new weapons.
- Added motion matching.

Janurary

A third-person prototype of the controller with camera avoidance, attack ability, and collectability.
Features:
- Third-person controller with enhanced input system and camera collision avoidance (C++).
- Single-hand melee weapon (C++)
- Collectible variations (inside breakables) (C++)
- Two forms of combo attacks (randomized in C++)
- 4 different hit animations based on attack directions (Animation BluePrint)
- Enemy Health Bar (hide when leaving a certain distance in C++)
- Foot IK and animation switching (BluePrint)


IndieCade 2024 Summer Internship, 2 months, participated as a game programmer. Worked on gameplay systems and weather systems.
52 entries in total.


Gameplay Systems:
- Realistic boat simulation, weather simulation, day-night simulation, and AI pathfinding.
Early stage:
This is a relatively small project. When we first discussed our project scope, we decided to create a viable plan so that we could pace ourselves without extra pressure because we had weekly assignments to report our process.
With the goals in my head. I decided to start working on the project as soon as possible, even though we did not have a complete plan. Cause I want our team to iterate on our project as often as we want. So, I thought we had to have an iterative prototype.
Thus, I made the early prototype, and then after we decided on our scope, everyone worked separately.
Production stage:
The production stage was fairly simple. However, our team kept adding more features to the game, so I had to play as a technical artist instead, to help the team realize the artistic aspects.
Post-production stage:
Since the team is so small, everyone must play at least two roles. The post-production stage was harder than we expected. During our production stage, we actually received positive feedback from other participants. We underestimated our game's quality. By the end of the production stage, our game was not even close to finished.
So we spent an extra amount of time, nearly 18 hours per day, to finish the features that we added before.
Finishline:
This is my first of being a lead programmer to collaborate with other designers. The progress was very challenging for me, but I really enjoyed it. After this experience, I became certain that I wanted to be a gameplay programmer.



This is the final project of an AI for Game Development computer science course.
Focused on realizing AI behaviors like, ranged/melee attack state switches, full/low health/ammo state switches, vision cones, and optimized pathfinding.
Extra features are a ragdoll, an animation state machine, and animation montages.
Since this is a student project, the game features are created to align with assignment requirements.
Challenges:
Used enum for the AI state machine, used array and list to instantiate enemy pools, and 3D math to calculate detections and movements.


Project Description:
This is a solo game jam project, primarily focused on getting myself familiarized Unity UI system and game design techniques.
The project is simple, but to add a complete narrative, I spent some time 'linking' every UI piece together.