Wilson Russell Chung Posts

Featured on the front page of PCGamer and voted #8 best upcoming indie game on IndieDB.

Programming (C++ & Blueprints) Weapons, melee combat, damage systems, weapon customization, game load/save, UI and menu. Blueprint APIs for tech art/animation, music playback tools for dynamic music.

AI: Unscripted enemy AI , react dynamically to any situation, giving the player complete freedom on their approach. Enemies take cover, flank, cover moving teammates, throw grenades, search and pursue enemies. Driven by behavior trees, EQS (testing and weighing navigation points) and a custom perception system (sight and sound). 

Read more TREPANG2 2016 – Ongoing

Microsoft’s open-source robotics simulation platform running on Unreal 4. Simulating vehicles, wheeled robotics, aerial drones, and even static IoT devices in realistic environments.
Github
Official Website

Traffic system: Simulate thousands of cars travelling on user placed splines and stopping at user placed traffic lights and intersections.
Optimization: Profiled scenes for bottlenecks, used HLODs, combined meshes and created materials to reduce draw calls, changed shadow mapping to distance fields to improve performance, bringing one scene from 12fps to 30fps.
Weather System: C++/Python API for setting weather (rain, snow, dust, fog) particles and materials. Material function which can be inserted to any environment material for easy artist use.
Artificial Intelligence: Collision prediction for NPC cars and pedestrians, turning at intersections.
Technical Art: Weather particles, day and night lighting systems, landscape materials, landscape foliage, large map streaming.

Read more Microsoft AirSim 2018-2020

Unreal 4 powered Team Objective arena racer. Pilot hovercrafts and battle across the desolate wildlands.

AI Programmer: 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