My background is in Games Development, however, I have a key interest in AI - in particular machine learning and their potential to apply them into games or applications.
As a programmer, I like to travel overseas and explore what the world have to offer. This kinds of breaks what most people would think of us programmers; as people whose interests only lies in technology.
Contact Me
Reelblade
Reelblade is a first-person “fishing/fighting” game. It offers a tactile and immersive experience with the use of a unique morphable controller to switch between fishing and fighting modes. Gameplay consists of using the morphable controller’s fishing mode to fish up sea monsters. With the press of a button, the controller changes into a sword, allowing the player to battle with the monster.
Reelblade’s gameplay, incorporating the morphable controller, has been deliberately designed to blur the line between game, game controller, toy and prop. In-game changes in weapon mode is directly reflected by an actual physical transformation of the controller.
When enabling ‘Sword mode’, the controller would literally assume the shape of a sword, giving the player a sense of real world weight and tactile feedback that is unparalleled by most motion-controlled games in the market.
Features:
Immersive Tactile Gameplay
Intuitive man-machine interface that removes almost all layers of abstraction between game interface and real world actions.
Unique morphable controller that is able to transit into a variety of forms
Piece by Piece is a digital game built in collaboration with human-computer interaction researchers at SUTD, and with mental health professionals at Changi General Hospital. The game is designed to promote Well-Being in seniors with early to moderate Dementia, who have unique memory, visual-spatial, information processing, and motor skill needs that make most commercially available games unsuitable for play.
Overworked is a game developed as a part of a Game Jam themed "Things your mum tells you".
It is an exploratory 24hours project to look at Unity 2018.2 Entity Component System (ECS) and how to
create a prototype using the ECS system. Cinemachine was used for camera control instead of traditional camera follow script.
Overworked was designed to have the player feel "Overworked" by the mother following the theme "Things your mum tells you". The chorus are created by Mum and the player have to clear it.
Generating Simulated Data for Structure From Motion (SFM) Algorithms
This project is a joined research paper from Singapore University of Technology and Design (SUTD) and Institute for Infocommunication Research (I2R). My role in this project is to develop a Unity3D framework for I2R. The framework will allow us to simulate data that is similar to how the drone moves and captures images.
The simulated data that was generated was used by my modified version of ORB_SLAM2 in order for see what are the movement and rotation limits for the drone. Similarly, the drone's data was used on the modified ORB_SLAM2 and the results and findings were written as part of my final year project paper.
Use this area of the page to describe your project. The icon above is part of a free icon set by Flat Icons. On their website, you can download their free set with 16 icons, or you can purchase the entire set with 146 icons for only $12!
Use this area of the page to describe your project. The icon above is part of a free icon set by Flat Icons. On their website, you can download their free set with 16 icons, or you can purchase the entire set with 146 icons for only $12!