Claire Yin
Gameplay Engineer
  • Portfolio
    • Game
    • Others
    • Graphics
    • Website
    • Art & Audio
  • Experience
  • Contact

Games

Here are some of the games I developed.

Back to portfolio

Slot Tub Party(2016)

​
  • A 3D social ​VR slot game released on both Oculus Rift and Gear VR with both paid and free-to-play versions. Developed within 2 months with the team of 5. Players can play slot game, interactive with other players and voice chat in different scenes.
  • My role:  One of 2 software engineers in the team. Developed most of the game with Unity. Developed backend and multiplayer online voice chat system.
  • Platform/Language:  Unity/C#, aws, Flask(python), MySQL, Node.JS, Photon, Oculus SDK
  • Link: http://slottubparty.com/​​

Fill the Heart(2016)

  • A 2D mobile casual game. Designed and developed by myself in a week. Second game I've launched on App Store. Integrated with Game Center, In-App Purchase, Share to Facebook / Twitter / Email / Message... functions and Google Ads. Also provided different background themes, different types of heart block and audio settings.
  • Simply drop heart blocks to create and destroy full lines on the screen both vertically and horizontally, try to keep the screen from being filled with the heart blocks.
  • Platform/Language: Cocos2d-x/C++​
  • Link: https://itunes.apple.com/app/fill-the-heart/id1108243668?mt=8

Cocktail~(2015)

  • 2D mobile game. Designed and developed by myself in a week. First game I've realeased on App Store. Integrated with Game Center and Unity Ads.
  • Just tap to start/stop filling the cocktail, and try to fill as many cups of cocktail as possible.
  • Platform/Language: Unity2D/C#
  • Link: https://appsto.re/us/oF-M-.i​

Secret(2015)

  • 2D game developed by C++ with SFML(a C++ library used for game development) for my boy friend as the birthday gift.^^ Developed by myself and learned SFML for the first time. Developed collision detection algorithm since SFML doesn't have a physics module.

  • Platform/Language: Visual Studio/ C++, SFML library

Golden Hammer(2015)

  • 3D mobile touch game on Android and iOS, currently working on. Designed and developed with 2 other classmates together. Cooperated with 1 artist and 1 audio composer outside of school as well.
  • Basically,  the player can smash everything in the world while running in the city. Lots of events will happen when the player plays the game. Wanna try it out? Go to our website and check it out!

  • My role: Lead programmer, game designer. Designed the game with a teammate together, designed the code framework, developed the procedural generated world and all the gameplay part.

  • Platform/Language: Unity 3D / C#

WeXI(2015)

  • A platformer based on the theme of 2015 Global Game Jam -- "What do we do now". Developed when I was a graduate student with 7 other students in 48 hours.
  • Hmmm...there is no "i" in we...so what should "we" do now? Play as "We": a word that just wants to be noticed, and run through the chapters of a book trying to find a place for yourself by booting out all the "I"s that you can see. But the "I"s won't go down that easily!

  • My role: Programmer, did programming for audio, AI and some animations.

  • Platform/Language: Unity 2D/C#


​
  • Link: http://globalgamejam.org/2015/games/wexi

Bubble Tap(2014)

  • A rhythm match mobile game. Developed by myself when I was a graduate student. The player needs to find out the shape in the bubble which matches the shape appears in the corner, then tap it on the beat. It has 3 modes: Time mode, Survival mode and Instruction mode.

  • Platform/Language: Unity 2D/C#

Town Defense(2013)

  • A FPS game developed with 2 classmates when I was a Junior. It has 2 levels, and the players should fight with the enemies to protect the town. There are some supplies in the town for the players.

  • My role: Developer, designer. Did all programming and part of the design.

  • Platform/Language: Unity 3D/C#, JavaScript

3D Bomberman(2013)

  • A 3D single player versus AI Bomber-man game and its map editor. Developed when I was a Junior.
  • The map editor was developed by C#, and the game was developed by C++ with OGRE. The game can read the level created by map editor, then build the level automatically. The models were made by 3dMax, then imported into OGRE through OgreMax.

  • My role: AI Developer. Mainly used FloodFill algorithm.
 
  • Platform/Language: VS2010, OGRE/C++, C#

3D Fantasy Labyrinth(2012)

  • A game developed with UDK when I was Sophomore. First 3D game I have ever made.
  • Players should find the key to unlock the door and then find the exit. There are also some items in the maze such as portals, panorama viewer etc. The textures are dynamic.
​
  • My role: Did programming, designing and audio editing by myself from scratch.
 
  • Platform/Language: Unreal Development Kit /Kismet

What's Your Life?(2015)

  • A board game about life. Designed by myself.

Adventures On The Red Planet(2015)

  • A tabletop RPG game design book. Including background setting design, character design, XP curve design, combat system deign, 1000 items list design, enemies design and so on. Also designed the GM screen.

  • The book can be found here: http://www.amazon.com/Adventures-Red-Planet-surviving-harshness/dp/1514310244/ref=sr_1_123?s=books&ie=UTF8&qid=1443594011&sr=1-123&keywords=adventures+on+the+red+planet
Powered by Create your own unique website with customizable templates.