Artemis

A fresh graduate looking for a place in the game development world.

Projects

Golden Age

Trailer made by RuoXuan

A picture taking exploration game.

As the sole programmer, with Design and Arts by RuoXuan, Emma, and Flora from RMIT GDS6 class.
-Heavy UI work, real time targetting system and hints

I was in charge of implementing ideas from the designers into the game itself. The game is about taking pictures from certain position and angle of a monument. Upon taking the respective pictures, information about the monument will be shown to the player in the player's album. Players can not only gain information bout the place through the album, players can also learn information of certain items when viewed through the camera.

This project highlighted the importance of communication and time management while working in a team, as a person's work not only impact another's but also could either help or hinder their progress. Communication was key as my work revolved around implementing someone else's idea. This required me to make sure that I have a full understanding of a person's idea before jumping into it.

While I have learnt a lot from this, given the opportunity to do it again, I would have done many of the things differently, in cases where optimization could be done or simply improving the quality of production.

The Tale of Bear2

A turn based 2D RPG with childhood fantasy being the main theme.

As the lead designer and programmer, as part of my final year project.
With basic rpg elements such as quests, shops, and traumatised npcs.

As the sole designer and person in charge of the project, I had to make sure the project could be completed up to a certain standard within the time frame regardless of the situations that occurs as it goes on. This was especially hard as the projects begins during the time of which the covid situation was spreading rapidly. I had artists who had to leave the project due to this issue, alongside artists who's work was hindered. This has caused me to rescope and replan, removing and changing features to fit what was realistic for both the artist and me.
Despite being short-staff and limited, knowing that using ready made-assets would take a lot of time on my end of finding a new artist, I decided not to do so as I wanted to keep the original vision, themes and mechanics I had in mind.