Archived Projects

Table of Contents

VR Driving Simulator - Final Year Project

A photorealistic VR driving experience set in a meticulously recreated Nanyang Polytechnic campus, developed using SteamVR and Unity’s High Definition Rendering Pipeline (HDRP). This final year project prioritized visual fidelity and immersion while tackling the unique performance challenges of VR development, namely:

  • Optimized rendering for VR’s triple-display requirement (dual eye displays + monitor) through advanced culling techniques, LOD systems, and GPU instancing
  • Implemented dynamic lighting systems with real-time global illumination and custom post-processing effects
  • Developed intelligent AI traffic system with synchronized traffic light management and realistic vehicle behaviors

For my role as the Lead VR Developer,

  • I Architected and implemented the complete AI traffic system, including pathfinding, collision avoidance, and traffic light synchronization
  • Designed and programmed all VR interaction systems for realistic driving mechanics (steering wheel, pedals, gear shifting)
  • Created the lighting pipeline and post-processing stack, balancing visual quality with VR performance requirements
  • Collaborated with a 4-person team (2 programmers, 2 artists) using Agile development methodologies

VR Co-op escape room - NYP SIDM Open House

“SIDM Escape” was An innovative asymmetric cooperative puzzle game designed for the Oculus Quest, combining VR immersion with external player participation. This educational experience showcases the School of Interactive and Digital Media’s programs through engaging gameplay that bridges the gap between VR players and spectators.

  • Pioneered asymmetric co-op gameplay where VR players collaborate with external participants using physical manuals
  • Leveraged Oculus Quest’s wireless capabilities for unrestricted room-scale movement
  • Designed scalable puzzle systems supporting both cooperative and single-player blitz modes
  • Created an inclusive social VR experience that engages both players and audiences

For my role as Game Designer & Lead Programmer,

  • Conceptualized and designed all puzzle mechanics, ensuring logical progression and collaborative elements
  • Programmed the core puzzle interaction systems, state management, and player communication mechanics
  • Authored comprehensive instruction manuals for external players, including visual guides and troubleshooting procedures
  • Worked closely with artist Sophie and programmer Gideon Francis to ensure seamless integration of visual and technical elements

AR Android Game - NYP SIDM Open house

An AR carnival game developed in just 3 days to modernize traditional fair attractions while introducing visitors to SIDM’s innovative programs. Built using Vuforia and Unity for Android devices, the game showcased advanced mobile AR capabilities with realistic physics simulation.

  • Integrated Vuforia AR SDK for robust marker tracking and world-space object placement
  • Developed realistic ball physics system with accurate trajectory calculation and collision detection
  • Implemented intuitive gesture-based controls mimicking popular mobile games like Pokémon GO
  • Optimized for diverse Android hardware with adaptive quality settings

As the sole Programmer & Technical Lead

  • Architected the complete codebase within the 3-day sprint timeline
  • Implemented AR tracking, physics simulation, and gesture recognition systems
  • Designed the scoring algorithm with progressive difficulty based on target size
  • Collaborated with artist Chris to ensure seamless integration of 3D assets and UI elements
  • Managed technical constraints and platform optimization for stable performance across Android devices

Multiplayer top down arena shooter - Studio Project 4

“CS: FOW” was A third-person multiplayer survival arena featuring vehicle-based combat and wave defense mechanics. This project marked our team’s first venture into networked multiplayer development, combining vehicular physics with cooperative objective-based gameplay inspired by titles like Helldivers and Minigore.

  • Implemented client-server architecture using Forge Networking Remastered for reliable multiplayer synchronization
  • Developed custom vehicle physics system with realistic handling, momentum, and collision responses
  • Created modular weapon systems supporting diverse vehicle loadouts and upgrade paths
  • Designed scalable enemy spawning system capable of handling infinite wave progression

My role was as a network Programmer & Vehicle Systems Developer

  • I architected the complete multiplayer networking infrastructure, including player synchronization, lag compensation, and connection management
  • Developed the vehicle physics engine from scratch, implementing realistic car handling with customizable parameters
  • Programmed the weapon systems, including ballistics calculation, damage networking, and visual effects synchronization
  • Optimized network performance through efficient data serialization and prediction algorithms
  • Collaborated with team members to integrate art assets and ensure smooth client-server communication