Trash Toss is an educational mobile game that was made using Unity. It is currently on the Google Play store and can be played for free. With quirky yet realistic visuals, the game is targeted toward children, but ultimately, this game is for anyone who wants to know how to recycle right. The game teaches players what to recycle and the consequences for recycling the wrong item. The simple UI reflects waste management and real life conflicts like how money is lost when the wrong item is put into the wrong bin.
I was a software engineer and game designer on the team. I worked on fixing bugs, implementing new features, and creating the complex items using Adobe Illustrator, Pixlr, and Inkscape. I was on the Computer Science team, and I worked closely with the Outreach side of the Trash Toss team to get information and implement it in the game. For example, I reached out to them to get a list of complex items to make and add to the game.
You can play the older version of this game by downloading it on the Google Play store, but a newer version is coming out soon (most likely around June 2018).
Here are screenshots of the final result
Wharf Party! is an educational game made in Unity that is similar to the Mario Party! games. It is a PS4 prototype game that advertises the Santa Cruz Wharf to players. It requires two DualShock 4 controllers to play. In one-player mode, the player can walk around the wharf and explore it freely, but in two-player mode, the players are competing against each other to collect the most trophies. The minigames are based on actual landmarks in the wharf, like Woodies Cafe and Marini's At The Wharf.
The game was created by me, Toby Kwan, Kevin Wu, and Kyle SooHoo. We had many prototypes of this game and had multiple playtesting sessions to make it even better. This was created in just ten weeks. I worked on programming, design, and 2-D art.
It's Alive! is a game that I made along with Oleksandra "Saya" Keehl, Toby Kwan, Christopher Huynh, and Ericka Dunn using Unity. I was a UI/Gameplay Programmer and Sound Engineer. I made the music for the levels and designed the base layout for the main menu.
The game is similar to Tetris, but body parts fall down instead of blocks. There are six level modes and three level speeds. The player must connect body parts to form a monster, and when a monster is formed, they can destroy it for points. A monster is formed when a heart and a head are connected.
For modes, there are Regular, Monochrome, Tenacious, Regular ∞, Monochrome ∞, and Tenacious ∞. In infinite mode, the player keeps playing until too many blocks reach the top.
Regular - Connect any body part to another one (as long as it is connectable)
Monochrome - Connect any body parts that are the same color
Tenacious - Create ten monsters
For speed, there are Sluggish, Lively, and Hyper. They affect the speed of the block when it drops. The player can choose any mode with any state, and there is a high score system to add competition.
Final Version of the game
Second version of the game
First version of the game
Family Gathering is a social game made in Android Studio that uses the Google Translate API and Vidyo.io API for translating and using live video feed. I worked with Toby Kwan and Kyle SooHoo to create this game. I worked on design and programming the game in Java. There are two versions of this game: one is the digital version (for those who are far away or not in the same room) and the other is the analog card version (for those in the same room). The game works like charades except with different languages.
The target audience is for families that have a language barrier between generations, relatives, or individuals with a language barrier who want to get to know each other and become closer. There is no win condition, and the game is turn-based. Both players must download the app on their phone type the number of the other player to be able to message each other.
First, each player selects a language that they prefer (the languages of both players can be the same or different). Afterwards, they can message each other to decide a topic from the given topics, which will be shown in their selected language. The topics include questions that can get the players to learn more about each other, like "what is your favorite animal?" While messaging each other, they will receive the original message in the other player's language and the translated version. After they choose a topic, they can press "Connect" to see the other player. After they are ready to go, both players look at the question, and the player who is first acts it out. The other player will type and send their guesses to the player acting out their answer to the question. When the other player guesses correctly, they switch.
Go, Tofu Witch, Go! is an endless runner made in Phaser. I worked on programming, created the art and animations, and made the music. The player is a tofu witch creature that is flying through different universes collecting stars. If the player crashes against a pink obstacle, then the game is over. There is a high score feature, and players can choose what level they want to play in, Each level is a different universe with different backgrounds and music.
Clean Freak is a game that I made with Talon Baker using GameMaker Studio in Steam. The player is a janitor who is so obsessed with being clean that he/she wears a hazmat suit. The player's cleaning supplies are scattered around the different areas that the player must wander around to pick them up and equip them to use as weapons to "clean" the dust bunnies and defeat them in order for the whole area to be clean. Each cleaning supply has their own stats for damage against the dust bunnies. They each have their own specific animation when the player uses them. I worked on making the cleaning supplies and implementing the weapon wheel system as well as creating an enemy AI.
You need to have GameMaker Studio and open it through Steam to play the file.
A Date With Destiny is a graphical narrative where the player must earn tickets in order to save someone's life. The player takes the role of the husband who goes on a date with his wife at the town's carnival. Everything seems to go well, and in the beginning, the minigames, which are the carnival games, seem normal, but after a certain point in the game, an evil wizard who was posing as the carnival's fortune teller kidnaps the player's wife. In order to get her back, the player must play minigames to obtain a certain amount of tickets within a given time. The appearance of the carnival changes to have an evil and eerie look. For instance, the staff have been replaced with the wizard's henchmen. The minigames look creepier as well. There are multiple endings. One is where the player gets enough tickets, dies in a minigame, and when the player does not get enough tickets in time. The minigames are based on actual carnival games like the duck shooting gallery and plinko. The assets are credited in the game. I made this game using GameMaker for my CMPM 80K class, also known as Foundations of Game Design. This was my third time using GameMaker.
I uploaded the .gmx file here, but you need Steam to open it (I think).
Back Then was made using Twine for the 2017 Spring Thing Festival (Link). It is a fictional game where the player is a college student who is dissatisfied with her current state of her relationship with her boyfriend. The player has choices whether to remember certain memories when she and her boyfriend were happy together at the risk of having the player's character to feel even more depressed after having flashbacks but in return, the player will learn more about their character.
Procrastination is a game I made and finished on January 26, 2016. This is the first game I made using Twine 2.0. I was trying to get a feel on how to use Twine 2.0. The game has six endings which are all about procrastination. I was inspired by my friend because although he was in college, he still manages to procrastinate on everything, especially essays. I had fun making this game. I came up with the story line, did the coding, and wrote the text.
Jungle Escape was created using Twine 1.4.2. I made this game with a partner named Axel Murrillo. The player is a character who is stuck in the jungle. He or she must try to escape by getting the correct resources and items scattered around the jungle. There are many endings, and this game was meant to be played more than one so players can experience the different endings and explore different areas of the jungle. This text-based game has an inventory system, so if a player discovers an item, they "pick it up" and it is stored in their inventory to use for later.
By pressing the play button, it will automatically download the HTML file, and you can play it on any browser except Microsoft Edge.
These are digital games I made. You can scroll down to see the games or you can go to List of Games and click on a game to be taken to that specific game.
List of Games