MSG Sphere
Madison Square Garden Entertainment, Interactive Burbank CA, 2022 |
Genre: Location Based Entertainment, Multiplayer, Mobile
Platform: Unreal for large format screen, mobile My role: Game Design Student Associate Tools I used: Unreal Engine, Photoshop Mentor: Anthony Russo Description: MSG Sphere at The Venetian is a sphere-shaped music and entertainment arena being built in Paradise, Nevada. The sphere-shaped venue will have a capacity of 17,500 and feature the world's largest LED screen. My team focuses on creating large-scale multiplayer interactive experiences that could take place in the Sphere. Challenges:
As a game designer
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It Takes Two Dogs!
CMU, ETC, Building Virtual Worlds Pittsburgh PA, 2021 |
Genre: Co-op; Arcade
Platform(s): HTC Vive trackers, Unity My role: Designer, 2D&3D artist, Producer Tools I used: Maya, Substance Painter, Unity, Procreate Team members: Bokang Wang, Chao Li, Eiko Qu, Nelson Nie, Xiao Han Description: It Takes Two Dogs is a fun co-op game created in the time span of one week using the HTC Vive trackers. Two players will play a two-headed hotdog dog together to catch food that falls from the sky, meanwhile they have to avoid forks and knives that will hurt them. Challenges:
As a game designer, I designed the theme and mechanics of the game. I also tweaked the mechanics with our programmers to make the game more fun. As an artist, I created some assets including the two-headed dog. I also drew the background and the UI for the game. |
Celestial
CMU, ETC, Building Virtual Worlds Pittsburgh PA, 2021 |
Genre: coloring game, free form
Platform: Quest 2 VR My role: Designer, 3D artist, voice actor for princess Tools I used: Maya, Unity Team members: Caitlyn Lenhoff, Kayi Ng, Max Cameron, Xiao Han, Tairan Gao Description: Celestial is a free form coloring game that is made with Quest2 VR. In the game, the player helps the princess to color a small island with stars and bring the island back to life.This game is designed with the theme “feeling of freedom” in mind. Throughout the development, “naive" guests were invited to play without direct guidance or instruction. Our main goal was to create a little world where people are guided by their own intuition and make the world colorful. Challenges:
As a game designer, I added elements of discovery and surprise to the game to make players more engaged in the experience. As an Artist, I designed the environment and built 3D models that went into the environment. I also rigged and animated the bird that was designed as a surprise for the player. |
Raft Away
CMU, ETC, Building Virtual Worlds Pittsburgh PA, 2021 |
Genre: Story-based
Platform(s): Quest 2 VR My role: Narrative designer, 3D artist Tools I used: Maya, Substance Painter, Unity Team members: Huijie Bao, Xiao Han, Tanvi Ganu, Tiange Zhou, Tongzhou Wang Description: You are on a boat with your friend out in the ocean. Food is getting scarce, and your friend is getting sick. One day, your friend passes away, and you are starving…Raft Away is a survival game with a twist. It proposes one question to our player — if you have to eat your friend’s corpse to survive, would you do it? This short experience is created for the story round of Building Virtual Worlds. The goal of the team is to use the player's interaction with the world to drive the story. Challenges:
As an artist, I created the character model and several pieces in the environment and the respective textures. I also did some of the animation. |
Sturm
CMU, ETC, Building Virtual Worlds Pittsburgh PA, 2021 |
Genre: Arcade
Platform: HoloLens 2, Unity My role: Designer, 3D artist Tools I used: Maya, Unity Team members: James Finkel, Jennifer Liao, Nolan O'Keefe, Xiao Han, Yifan Shan Description: Sturm is a short, colorful, fast paced game that runs on Hololens2. The player is the god in this world. They have to put out the fire on the little elves’ home caused by the lightning and gray clouds. We used the hand tracking function of Hololens2 and developed the mechanics based around pitching and pulling the clouds. Challenges:
As a game designer, I designed the onboarding phase of the game. To start the game, players have to interact with a big cloud that acts as a start button. Players are asked to pinch and pull the button to start the game. During the process, players can learn the core mechanics without going through a tutorial or instruction. As an Artist, I worked on modeling objects in the environment including the trees and the elves’ house. With the limited time we were given, I’m glad we were able to deliver something that's interesting and aesthetically pleasing. |