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About Myself

I am a game developer and designer, passionate about creating gameplay and experiences that capture a player's immersion.

 

I like to play games from all genres and never limit myself in experiencing games as I think all facets of creativity and enjoyment can come from anywhere, you just have to find it!

 

Also experienced in project management and production, as well as programming and developing games in mainly Unity and Unreal Engine. 
 

About

UNIVERSITY FINAL YEAR PROJECT

Iron Heart
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Iron Heart (2024)

A  Soulslike Action RPG in a Steampunk and Victorian themed world where you must stop the invasion of the Meks.

Game Info

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  • Genre: 3D, Action RPG, Soulslike, Steampunk,  Victorian

  • Team: 1 Designer, 3 Artists, 4 Programmers

  • Tools: Unreal Engine 5, Adobe Photoshop, Adobe Premiere Pro, Audacity, Google Docs, Slides and Sheets

Full Demo Gameplay

Roles and Responsibilities

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  • Game Director: Defining the creative vision of the game and making sure the team stay on track in every aspect of the game. Making key decisions about the game and leading the team to create the intended experience as well as quality control on each member's work.

  • Producer: Managed and delegated tasks with the team whilst making sure the game development meet deadlines and milestones. Facilitate all tasks and meeting with the required team members on a weekly basis.

  • Lead Game Designer:  Ideate and develop the gameplay and experience design. Collaborated with artist and programmers to build the look and feel of city, mechanics, model, features, etc. Storyboarded and created cutscene and game flow in Unreal.

  • Generalist:  Involved in general and miscellaneous tasks including but not limited to QA, creating promotional materials and media, designing web page, Game Optimization in Unreal, Bug Fixes, etc. 

  • Sound Designer:  Collected and chose all SFX and Music for each required animation, ambiance, environment noise, and BGM. Making sure they were from free -to-use (no copyright) as well.  Mixed and edited audio, BGM and SFX, to fit the design and experience intentions.

Game Trailer

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EMPLOYMENT AT QUURK STUDIO

Pastopia
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Pastopia (2023 -2024)

A 3D open-world adventure game for all to learn AI and coding skills at warp speed!
 

Game Info

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  • Genre: 3D, Open World, Sci-Fi Fantasy, Education,  Puzzle

  • Team: About 13 members in the development team.

  • Tools: Unity, Adobe Photoshop, Adobe Premiere Pro, Audacity, Miro, Sketchup, Google Docs, Slides and Sheets

Roles and Responsibilities

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Part-Time Game Designer:

  • Collaborated with the team to develop and refine game mechanics, narrative, levels and other gameplay elements, with a deep focus in teaching coding through gameplay.

  • Assisted with creation of game documentation, including design documents, flowcharts, storyboards, UI/UX mockups, etc.

  • Testing and debugging games to identify and fix issues.

  • Participating in playtest sessions and events to gather feedback and make improvements.

  • Contribute to the design and development of new game concepts and prototypes.

  • Work schedule was around 3 days per week, whenever I did not have any university obligations.

Introduction to Pastopia (courtesy of Quurk Studio)

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UNIVERSITY 2ND YEAR PROJECT

Ghool
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Ghool (2023)

A 2D Roguelite Dungeon Crawler  about a war between a Slime and the Demon King.

Game Info

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  • Genre: 2D, Dungeon Crawler, Fantasy, Roguelite,  Twin Stick Shooter

  • Team: 2 Designers, 1 Artist, 3 Programmers

  • Tools: Unity, Adobe Photoshop, Google Docs and Sheets

Roles and Responsibilities

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  • Lead Game Designer: Conceptualized and develop the game mechanics, levels and overall gameplay base on the core experience of risk and rewards.

  • Producer: Managed and delegated tasks with the team whilst making sure the game stay on course to the intended experience. 

  • QA Tester:  Tested and reported game for bugs and incomplete features, in both the engine and build, as well as assisted programmers in fixing bugs.

Game Trailer

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UNIVERSITY 3RD YEAR PROJECT

Solo Quest
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Solo Quest (2024)

A 2D Hack-and-Slash Platformer where you play as solitary knight fighting evil in the mystical forest.

Game Info

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  • Genre: 2D, Platformer, Pixel, Medieval Fantasy, Roguelite, Hack-and-Slash

  • Team: A Solo project where I was responsible for the game design and programming. Any Music, SFX and Art were from third party and do not belong to me.

  • Tools: Unity, Google Docs and Sheets

Roles and Responsibilities

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  • Game Design: The game design was assigned 3 genres; 'Hack-and-Slash', 'Roguelike/lite', and 'Platformer' and needed to have mechanics that fit into these genre requirement as well as being able to be cohesive with each other. Designed a combat system with dodge and block mechanics, with platformer level design and random buffs and levels.

  • Game Programming: Utilized C# programming and the Unity Engine to create and build the whole game with features of Combat System, Enemy AI, Random levels and buffs, Shop System, and Skill System

Demoreel of the game

UNIVERSITY 2ND YEAR PROJECT

Ghool: Blue Blood
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Ghool: Blue Blood (2023)

A 2D Strategy Platformer where you play as a powerless slime who has to use tools in the environment to fight demons

Game Info

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  • Genre: 2D, Platformer, Strategy, Fantasy

  • Team: A Solo project where I was responsible for the game design and programming. Any Music, SFX and Art were from third party and do not belong to me.

  • Tools: Unity, Adobe After Effects, Google Docs and Sheets

Roles and Responsibilities

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  • Game Design: The game design focus on combat based around strategy and tactical combat as the player cannot damage enemies and must use the game 'push' mechanics and objects in the environment to fight opponents.

  • Game Programming: Utilized C# programming and the Unity Engine to create and build the whole game with features of Move and Push Gameplay System, Element Combination System, Enemy AI, Platformer Features and Game Level Flow.

Full Demoreel of the game

BLOOD MOON EXORCIST

UNIVERSITY 1ST YEAR PROJECT

Blood Moon Exorcist
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Blood Moon Exorcist (2022)

A 2D Pixel Action Platformer about a High-Schooler who has to fight demons summoned by the Blood Moon.

Game Info

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  • Genre: 2D, Platformer, Action RPG,  Hack-and Slash

  • Team: Solo project where art, design and programming were done by myself, Sounds and Music were from third party sources and do not belong to me. 

  • Tools: Stencyl, Adobe Photoshop and Illustrator, Google Docs and Sheets

Few examples of the asset list, spreadheet, moodboards and sketches (Hover on image to see)

Level 1 where it is designed to be more straightforward to navigate to let players get used to (Hover on image to see)

Roles and Responsibilities

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  • Game Designer: Conceptualized and develop the game mechanics, levels and overall gameplay based on an assigned theme of urban fantasy platformer.

  • Game Artist: Conceptualized the art direction and created all sprites and their animation, as well as props and tileset for environment

  • Game Programmer:  Programmed and developed all game features and mechanics in the game, including; Combat System, Enemy AI, Level and Score System.

Level 2 where it is designed to be in skyscraper area and is hard to navigate as players can easily fall off if not cautious (Hover on image to see)

Level 3 where it is designed to have two paths, one harder to traverse but have less enemies and another is easier to traverse but has more enemy but both will lead to the arena structure (Hover on image to see)

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UNIVERSITY 2ND YEAR PROJECT

Space Defenders
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Space Defenders (2023)

A 2D Shoot-em-up Game with Tower Defense elements about spaceship defending its base from invaders.

Game Info

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  • Genre: 2D, Shoot-em-up, Sci-Fi, Tower Defense

  • Team: A Solo project where I was responsible for the game design and programming. Any Music, SFX and Art were from third party and did not belong to me.

  • Tools: Unity, Adobe Premiere, Google Docs and Sheets

Roles and Responsibilities

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  • Game Design: Conceptualized and develop the overall game design and experience by mixing the core experience and fun from the shoot-em-up and tower defense genre.

  • Game Programming: Utilized C# programming and the Unity Engine to create and build the whole game with features of Shoot-em-up System, Random Spawn of enemies and buffs, Enemy AI and Game Level Flow.

Full Demoreel of the game

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UNIVERSITY 2ND YEAR PROJECT

Synthetic Shadows
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Synthetic Shadows (2023)

A Stealth RTS Mobile Game about a hitman infiltrating and destroying the MegaCorp ruling this cyberpunk city. 

Game Info

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  • Genre: 3D, Stealth, Third-Person, Real-Time-Strategy, Point-And-Tap

  • Team: 3 Designers, 2 Artist, 3 Programmers

  • Tools: Unity, Google Docs and Sheet, Adobe Photoshop

Roles and Responsibilities

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  • Lead Game Designer: Lead the design team when ideating and developing the design and experience of the game, as well as making discussion and decisions in facet of design related to the game. 

  • Level Designer:  Design game levels with game mechanics and features and also collaborating and working with other designers to refine and develop level design for the game.

  • Producer:  Manage the development and tasks of the game as well as making sure everyone knows and is on track of the development of the game. 

Game Trailer

VICE CITY SHOOTOUT

UNIVERSITY 1ST YEAR PROJECT

Vice City Shootout
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Vice City Shootout (2022)

A 2D Shoot-em-up Game about a thug with a weaponized car fighting against the authorities.

Game Info

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  • Genre: 2D, Shoot-em-up, Action

  • Team: Solo project where design and programming were done by myself, Sounds, Music and Art were from third party sources and do not belong to me. 

  • Tools: Stencyl, Google Docs

Roles and Responsibilities

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  • Game Designer: Conceptualized and develop the game mechanics and features as a first experience in game development and for a shoot-em-up. 

  • Game Programmer:  Programmed and developed all game features and mechanics in the game, including; Shoot-Em-Up Features, Enemy AI and Buff and Enemy Spawn Systems.

The first round phase where normal enemy spawn at a constant rate (Hover on image to see)

The first boss phase, second phase once the first health bar is depleted and it will change form (Hover on image to see)

Late game phase where more enemies will spawn the longer player survives (Hover on image to see)

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The Wild Dead

UNIVERSITY 2ND YEAR PROJECT

The Wild Dead
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The Wild Dead (2023)

A 3D Survival Third-Person Shooter about a cowboy fighting the zombie apocalypse in the Wild West. 

Game Info

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  • Genre: 3D, TPS, Action, Zombie Survival

  • Team: Solo project where design and programming were done by myself, Sounds, Music and Art were from third party sources and do not belong to me. 

  • Tools: Unreal Engine 4, Google Docs and Sheets

Roles and Responsibilities

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  • Game Designer: Conceptualized and develop the all game mechanics, level and gameplay experience design for a zombie survival TPS with the themes of 'Apocalypse' and 'Wild West' as the focus.

  • Game Programmer:  Programmed and developed all game features and mechanics in the game, including; TPS Features and Mechanics, Enemy AI and Spawn System. 

Full Demo reel of the level.

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©2022 by Wong Ying Fu. Proudly created with Wix.com

One of the core experience and gameplay concept I design for this game was to enhance and make sure that the player feel that they are actually fighting a robot. As many souls game use beast and monsters that have a conventional HP and need to deplete it to defeat it. To give the game a unique twist, I designed the enemies to only have a stagger bar and to defeat it, they must staggered the robot so that it will reveal its heart and only then they can be destroyed as an automaton unlike things that are alive is that robots will never get tired and will keep doing what it supposed to do unless its core component is damaged. 

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The focus in the combat gameplay experience and design was to  have that feeling of impact and grit in their attacks and when they get hit. We try to achieve this with myriad of stuff just to make the combat and the player hits to actually give out that feel of contact such as hitstop, hit vfx, sound effects, animation and camera shake, all of this to make sure player feel satisfied when hitting the enemy, especially during a parry.  

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