Digital Games

Conveyor Rush(ongoing project)
Developed using: Game maker Pro 8.1
Game Type: Digital Game
Role Taken: Producer, Sound Designer, Lead Game Designer, G.U.I Designer
Credits: Lie Yong Chang (Main Gameplay Programmer), Jing Jie(A.I Programmer), Syafiq(Main Gameplay Artist), Fitree(Background Artist)


Concept behind the game
This is our final year project game. Designed mainly on the idea of using conveyor belts and other unique assets like a magnetic conveyor belt and a cannon. Decided to dwell on the art style of Steampunk.  

Supporting Documents
Conveyor Rush Game Design Document

G.U.I(Game User Interface) Design



Video (Edited and done by me for our STA Showcase 2013 using Camtasia Studio 8)

Soul Craft
Developed using: Game maker Pro 8.0
Game Type: Digital game
Role Taken: Lead Game Designer(concept development and ideation) and sub-artist
Credits: Lie Yong Chang(Producer/Game Design assistant), Mohammad Syafiq(Sub-Artist), Irwan Shah(Lead Artist), Jeremy Cheng(Lead Programmer), Daryl Lim(Sound Designer/Sub-Artist)

                                                     Download the game here                                                                                                      
Concept behind the game
Designed for Global Game Jam 2012, theme was 'ouroboros'. My team and I interpreted the theme as immortality and alchemy, as suggested based on our research on this term.  Suggested the idea of reanimation, where a powerful wizard would have to defend his castle from being ravaged by the living dead. We worked on the basic concept of this game, how we would plan out what the wizard could do to the zombies, what spells he could cast to aid him.

Initial idea was that the landscape or simply the playing field was like plants vs zombies, a game of survival. Then added on the idea of harvesting souls as mana for the wizard. So killing the zombies had another side to it as well, collecting their souls so that the wizard has enough mana to cast powerful spells. Helped out with animation of the souls as they flew out from the dead zombies as they turn into ashes. Designed visual feedback for the players to see how much points they earned. Different coloured souls for different value of points and mana.(Notes can be found in home page, where my team and I brainstormed a couple of ideas)

Art assets
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Screenshots






Video

Brob
Developed using: Game Maker Pro 8.0/PC and Audacity(for sound editing)
Game Type: Digital Game
Role Taken: Game Designer/ Lead Background Artist and Level Designer
Credits: G(Artist and Animator), Hadi(Programmer), Terry(Programmer), Syafiq(Artist)

Concept behind the game
We created the game for a school based project assignment based on our module T331 Game Design Workshop, where in teams of 4-5, design and build a playable game based on the theme of the "Seven Sins of Hell". We took the theme of gluttony and did a 2D sidescroller game called Brob whereby players have to 'consume' the falling foods to get the highest score possible.

Players control a green blob, whose name is Brob. In this game, you have to help him munch down foods that fall from the top of the screen. But be warned though, there are rotten foods as well and germs(bosses) that would obstruct your path to deliciousness!

Basically me and G came up with the idea based off on an old pc game Burper(video), and from there on we modified certain mechanics of our game to follow that idea, replicating or mimicking certain features that were present in Burper.

Personal Detailed Report(Contributions and Ideation)

Screenshots











Video

Ghost Hunter
Developed using: Game Maker Pro 8.0/PC
Game Type: Digital/ Indie Game
WORKING IN PROGRESS(incomplete, but currently have a working prototype)

Concept behind the game
Designed the game in my own spare time, decided to do a halloween themed game with the idea of "Zero/One Button Game".

In Ghost Hunter, players simply interact with the mouse by sliding it back and forth, controlling the movement of the bow that shoots arrows to vanquish the ghosts. Objective of the game is simple, prevent the hordes of ghosts to reach the other side of the screen, let any of them pass, and the game will restart. Currently the game only has three levels for now, with the third and last level having a simple boss.

Download the game here

Screenshots










Elemental Rampage
Developed using: Game Maker Pro 8.0/PC and Audacity(for sound editing)
Game Type: Digital Game
Role Taken: Producer/Level Designer/Sound Designer
Credits:  Lie Yong Chang (Main Gameplay Programmer), Jing Jie(A.I Programmer), Syafiq(Main Gameplay Artist), Fitree(Background Artist)

Concept of the game
Done during my school holiday in just 2 weeks. Assigned the theme of using the 5 elements, given the option to use minimum 2 of the elements or more. Came up with the idea of designing elementals as monsters.

Supporting Documents
Elemental Rampage Game Design Document

Video



Jack & The Beanstalk
Developed using: Game Maker Pro 8.0/PC and Audacity(for sound editing)
Game Type: Digital Game
Role Taken: Producer/Level Designer/Sound Designer
Credits:  Lie Yong Chang (Main Gameplay Programmer), Jing Jie(A.I Programmer), Syafiq(Main Gameplay Artist), Fitree(Background Artist)

                              
                                                     Download the game here
Concept of the game
So this was done during my school holidays in just 2 weeks. Our facilitators gave us the theme of choosing and fairytale and turning it into a game. My team and I brainstormed a couple of ideas, but finally went on choosing Jack & the Beanstalk.

The idea is simple, we did the game in a bigger view, you can't really see the whole level on your screen. You just have to slowly progress down. We also added a mini map at the side. At the top, the giant's foot will slowly come down to simulate him trying to crush you, adding time pressure.

Supporting Documents
Jack & The Beanstalk Game Design Document

Video of the gameplay