Portfolio
Here is the portfolio including some projects in my work. (or Click here to watch the HD version)
Projects
VR Wind (Jan 2016 - May 2016)
I am developing a VR game for player to be the god of wind to have a journey to complete. Player should control the direction and strength of the wind by using PSMove. The goal of this game is to research the best balance for player to design a great interactive mechanics with a comfort VR experience. I do the research by making this game and gaining the feedback from iterative play test. I keep update my blog, please check it out and leave some comments to me! :) - Unity, C#, Java, Physics, HLSL, Oculus Rift DK2, PS Move, Move.me - Game Programmer / Game Designer |
ARchitect (Jan 2016 - May 2016)
We are developing an augmented reality mobile application, "PocketRoom", for iOS using Structure Sensor by Occipital. Leveraging the benefit of 3D scanning for volumetric reconstruction, real world occlusion and unbounded positional tracking, we aims to build a product that can be used in everyday life. - Xcode, Objective-C, Structure SDK (Occipital), OpenGL ES, iOS - Lead Programmer |
Faceless (Sep 2015 - Dec 2015)
Faceless is a team at the Electronic Arts Silicon Valley campus working with the Office of Chief Creative Officer to develop a hidden object game for the Xfinity Games connected TV platform. Our challenge is to reimagine hidden object games in which players must find objects in videos instead of in 2D image scenes. Each player will use their own smart device as a controller and all the action will happen on the TV. We are targeting casual gamers with simple gameplay mechanics so anyone can pick up the game to immediately start playing. We aim to create a game that is fun and brings the whole family together! - Unity, C#, JSON, HTML5, CSS - Programmer / UI Designer |
Hypnos (Jan 2015 - May 2015)
Technology drives medium. We are exploring the process of creating emotionally immersive narrative in the Virtual Reality medium. Working with 360 film, 3d modeling, binaural sound, and head/hand tracking, we are producing a number of short film experiences that will bring the viewer into a story experience like never before. Like the pioneers of early film, Team Hypnos is exploring filmmaking techniques for a cutting edge medium. - Oculus Rift, GoPro, Unity, Maya, After Effects - Technical director / Programmer |
F.R.A.P.S. (Nov 2014)
For Round 5 in BVW ("Building Virtual World", the class of Entertainment Technology Center at Carnegie Mellon University), we tried our best to make the best game to enter BVW Festival!!! - Unity, Leap Motion, Photoshop, Maya, After Effects - Game designer / Artist * Gameplay : [video] |
Old men and The Sea (Oct 2014)
For Round 4 in BVW ("Building Virtual World", the class of Entertainment Technology Center at Carnegie Mellon University), we are requested to tell a great story. The gameplay is not the most important consideration as the first priority. However, some gameplay can help player to experience the story more engaged. Our story is about two brothers to hunt the big fish. We let two guests as light man and fish man to experience the collaboration of hunting. Even they got the fish, the fish man was suddenly swallowed by giant waves in the storm, and the guest will feel disappointed for them.... - Unity, PS Move, Photoshop, After Effects - Co-Producer / Game designer / Artist * Gameplay : [video] * Presentation : [video] |
Immigration customs (Oct 2014)
For Round 3 in BVW ("Building Virtual World", the class of Entertainment Technology Center at Carnegie Mellon University), we are requested to use Eyegaze eye tracker to design a game in ONE week to make player engaged the game. We set the story in immigration customs, and designed a game to make audience easy to understand they should find the terrorist to protect the country. - Unity, Photoshop, illustrator, EyeGaze eyetracker- Game designer / Artist * Gameplay : [video] |
Help Harold (Sep 2014)
For Round 2 in BVW ("Building Virtual World", the class of Entertainment Technology Center at Carnegie Mellon University), we are requested to give the player the feeling of freedom and we can not give any instruction to player . Therefore, we designed a crayon drawing game, inspired by the cartoon "Harold and the purple crayon", and the intuitive user interface to help players to complete different game levels from easy to hard so that let players engage the game. - Unity, Kinect, Photoshop, illustrator - Game designer / Artist * Gameplay : [video] * Presentation : [video] |
The Crossing (Sep 2014)
For round 1 in BVW ("Building Virtual World", the class of Entertainment Technology Center at Carnegie Mellon University), we are requested to design a game to let player help the main character to achieve his goal. So, we designed a game that make players as Charon, the boatman of Styx, to protect the ghost from the attack and drive the boat from hell to heaven. - Unity, Oculus Rift, Maya, Photoshop - Game designer / Artist / Narrator * Gameplay : [video] |
aHEAD (2010 - 2014)
The facial expression system, aHEAD, to compute the weights of the facial blend shape efficiently and generate stable animation for different facial models from a facial motion capture data stream. The system has been applied to production pipeline of next generation animated news in Next Animation Studio. It had already applied to the Japanese movie,"TRAVELERS".- This system has been patented. * Result : [video1] [video2] [video3] * Movie : [Movie Website] [BackScene Clip] (0:30~0:40) |
VFX: Toon & Silhouette (2012 - 2014)
The experiences in programming with Maya and 3ds Max, including script programming and plugins development. Recently, I have implemented a real-time silhouette shader for cartoon rendering which is based on the V-Ray renderer. I implemented the shader with HLSL but integrated to V-Ray renderer in 3ds Max to b the boost rendering performance and keeping the quality. It's also implemented with Scanline, Quicksilver. - 3ds Max SDK, Mel script, DirectX, HLSL, CUDA, Multithread * Result : [video] * Product: [Xia Lian Fragmented] [Double Hard] [Sakura War] |
TomoTalk (2013 - 2014)
The application tracks facial express to drive the cartoon avatar. For recording the performance on iPhone screen, I choose EveryPlay SDK as the solution for recording and sharing. Furthermore, I also used FMOD SDK for recording the voice from microphone. - Teamwork with Technical Artists: Drexler Shih, Bighead Lee - iOS / Objective-C, OpenGL ES 2.0, GLSL, Everyplay, FMOD, LiveDriver * Result : [video1] [video2] [video3] [video4] |
TomoStage (2014)
"Apple Daily" is the most popular newspaper in Taiwan. We represent Next Animation Studio to provide the best creative product in our collaboration. For the promotion of "Apple Daily", We implemented AR app on mobile device for readers to use their mobile devices to watch the detail news animation from the newspaper. The application is also ready applied to many commercial products in the coming future. - Teamwork with Technical Artists: Drexler Shih, Bighead Lee - iOS / Objective-C, OpenGL ES 2.0, Vuforia SDK, Unity, 3ds Max * Result : [video] |
Augmented Reality system for TV news (2012 - 2014)
For the better news performance on Next TV, We also implemented Augmented Reality system for real-time interaction between the news anchor and the animation. Moreover, the AR system for FIFA 2014 is implemented for the sport news of HKTV (Hong Kong) and NHK (Japan). - Teamwork with RH Shih, IronHead Chuang, Spin Tsai - C/C++, Pattern Recognition * Result : [video1] [video2] |
Deferred Rendering system (2011 - 2013)
In order to render the complex scene with many lights, our original animation tools had limitation on lighting number so that it could not support to do that. So I implemented the deferred rendering algorithm in it to solve this problem. - HLSL, DirectX, C/C++ - Integrated with the in-house animation tool * Result : [video] |
Binary space partition tree system (2011 - 2013)
As one of the team members of developing the game engine, my major work is to improve the rendering efficiency and quality using the next generation game development technologies. For rendering efficiency, I have implemented BSP (binary space partition) tree system for scene management of the in-house game engine. - one member of the team for the In-house Game Engine development - Teamwork with Chuan-Chang Wang, Ricky Choa, Yi-Tien Chang - HLSL, DirectX, C/C++ - Scene tool for game design of the next generation engine * Result : [video] |
Drawing Together (2008)
We implemented in python to trace the users' route by cell phones with GPS and projected it as a big picture on the building to have lots of interesting interactions with strangers. - Night Market Workshop @ Media Lab, MIT - 10 men's teamwork (Advisor: Dr.Jürgen Scheible) - C/C++, Python, PhotoShop * Result : [photos] |
Constraint-based 3D Model Deformation (2007 - 2008)
We proposed a 3d model deformation technique, which is based on rigging by building the skeleton of the model by user. The approach not only preserves the shape details, but also derives more natural deformation by adding several high-level constraints for more natural results of mesh deformation. - M.S thesis : Graphics group, CMLab @ CSIE, NTU - Advisor: Prof. Ming Ouhyoung * Result : [video] [photo] [slide] * Publication
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The Detection of the Image Orientation (2006 - 2007)
A solution to correct the orientation of massive photo according to some important features which could be the orientation reference, like faces, sky, grass...,etc.. Face Detection by OpenCV and Skin Detection by our lab are also used in the work. we train lots photos by SVM to get the better results on detection and correction of the image orientation. - Advisor: Prof. Robin Bing-Yu Chen - The Industry-University Cooperation - C/C++, OpenCV, Skin Detection, SVM, Machine Learning |
Flag Flag Revolution (2007)
We developed a video game with Wii remote controllers. The Wii remote controllers are connected to the game system via Bluetooth. The game system got the command of the Wii remote from GlovePie. Players use the remote controllers as the red and white flags and let the red and white flags to the right position when hearing the command. - Self-made Wii Game - Project leader (Team with Tzuan-Kei Hsiao, Yen-Hun Chen) - C/C++, OpenGL, GlovePie, GSL, Wii Remote, Bluetooth * Result : [photo] [slide] |
2D Image Morphing Implementation (2006)
Morphing is implemented by warping and cross-dissloving. We use three types of warping method to process, mesh warping, field warping, point warping. - Project leader (Team with Tzuan-Kei Hsiao, Yu-Ting Huang) - C/C++, FLTK, GSL * Result : [video] [slide] |
A Re-Convertible Color Transfer and Its Quality Measuring with Statistic Approach (2005 - 2006)
For the better news performance on Next TV, We also implemented Augmented Reality system for real-time interaction between the news anchor and the animation. - B.S thesis : CS @ NCHU - Advisor: Prof. Chung-Ming Wang (Assistant: Ming-Long Huang) - Research group leader (Team with Yan-Xiang Huang, Yan-Ren Huang, Yu-Ren Chen, Kai-Lun Zeng) * Publication
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