

Hology Interactive
My time at Hology was spent as the sole programmer with the responsibility of making all gameplay of the games. My time was spent making gameplay, AI & UI features. Optimizing the game to be able to run on all mobile devices and as a web game.


Deep Clash
AI Boids System
Boid system handling 300 boids at 125 frames per second. It could be further improved with spatial partition and moving calculation onto the GPU. Instead of skeletal animation, which gets expensive with many instances, a vertex shader can be used to simulate an animation.

3-dimensional pathfinding
Own 3-dimensional pathfinding utilizing A* pathfinding algorithm from a cell grid system. Expandable to be able to use
CatmullRomCurve3 to make a smooth path.

Legend of Mara
Third Person Character
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Behavior Tree AI
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Reflections
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This internship has been a great learning experience that has helped me grow technically and professionally, reinforcing my passion for creating responsive and engaging gameplay.
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I have learned how to work within industry-standard workflows.
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It has been a good experience having had the opportunity to assist with playtesting at the Press Start event and also present it at the GDG Android event.






