Wilson Russell Chung Posts

Unreal 4 FPS game, voted Top 100 Indie of 2017, featuring slow motion bullet dodging and next generation enemy AI.

  • Game Design: Prototyped and fine tuned slow motion and invisibility gameplay mechanics.
  • Level Design: Blocked out levels with BSP and greybox meshes, iterate and improve on blockouts from playtest feedback, art pass with textured meshes.
  • Programming (C++ and Blueprints) Weapons, projectile physics, melee combat, damage systems (armor, headshot multipliers), seamless level transitions (streaming between multiple large levels)
    • AI: Enemy soldiers who take cover, flank, provide cover fire for teammates, throw grenades, search and pursue enemies completely without any scripts. On a squad level, share cover positions and known enemy locations, and on a strategic level attack/defend objectives, plan counterattacks and ambushes.
    • Dialogue system: NPC dialogue system, enemies play situation appropriate dialogue (for example: cover me, ok covering go!)

Read more TREPANG2 2016 – Ongoing

Team Objective arena racer where players pilot hovercraft across the desolate wildlands.

  • AI Programmer (Contract): Using a combination of C++ and Blueprints (visual scripting), programmed AI bots which move, shoot, dodge, collect resources, plan offensive and defensive strategies as a team in an intelligent and believable fashion, almost indistinguishable from real players.
    • Fully utilized Unreal 4’s Behavior Trees, Environment Query System, AI Perception, created my own bot team manager for team behavior and strategies, such as reinforcing teammates in danger, base defense and base attack runs as a team.

Read more DESPOILER 2017 – 2018

Popular Half-Life 2 mod. 10,000+ downloads, 800+ followers, top ranked HL2 mod on moddb on release, earning a front page post.

  • Coding (C++) & General Design: Inventory system, ironsights, regenerating health, region based bullet damage, bullet penetration, combat emphasizing tactics over reflexes
  • AI Redesign & Major Code Rewrite (C++): AI Combat behavior & Squad system
    • Divide into cover/assault roles, moving & shooting as a team, suppressive fire, and taking cover on stimulus (incoming fire, explosions)
  • Level design: Using Hammer, Source SDK tools to iteratively design, script, test, decorate and optimize an exciting and cinematic new campaign spanning over 5 maps, featuring a new storyline complete with new characters and voice acting.
  • Community relations: Frequent updates and messaging to to followers during and after development, maintain moddb page, contact youtubers (resulting in 28 let’s play videos)

Read more Triage 2008-2013

University project under Computer Science faculty’s guidance. Published on Xbox Live Arcade passing peer review process and quality assurance requirements.

  • Conceptualized visual style: Gathered reference pictures, drafted concept art, consulted team members until settling on a unique 2.5d art style
  • Researched Spine API (2D skeletal animations) and tools, coordinated with engine programmer to integrate and optimize it for our game
  • Enemy design: Design and create sprites and animations for all enemies in Photoshop and Spine. Documented and created naming standard for 2d assets (20+ enemies, move, attack, take damage animations for four directions), working closely with entity coder to design and test enemies
  • Cutscenes animated entirely in Spine, 2 intros (co-op or single player), 6 ending cutscenes
  • Report weekly to Computer Science faculty mentors, working 40+ hours a week alongside two other student developers and completed within a strict timeline (3 months), precisely following our game design document

Read more Contract: Void Justice 2013

2D platformer for XBox Live Arcade.

  • Desiged graphics for enemies, from interpretations of “programmer art” enemy prototypes (white blocks) using Photoshop
  • Character and cover art (Photoshop)
  • Level design and art pass on blocked out levels
  • Playtesting, watching playtests – aiming for the most accessible and fun experience for all
    • Design controls to use as few buttons as possible during early prototyping on Xbox 360
    • Matching shapes and colours for keys and keyholes
    • Different styles and colours for foreground and background art for easier readability

Read more Zippy Push Kid 2012-2013