Overview
Currently, I contribute to multiple projects within the company, applying my skills across different functions and teams. I also mentor new staff on implementation workflows, manage Jira tasks, and identify critical paths to reduce bottlenecks. I take a broad interest in various aspects of game development as I believe a game designer often needs to wear multiple hats to communicate effectively and support the team holistically.
The Game Awards
Best Fighting Game/Winners (2021)
>2.5 Million Downloads
Overview
Worked with a team of 30 to create Guilty Gear -Strive-, winner of Best Fighting Game at The Game Awards 2021. My responsibilities included originating battle mechanics, implementing gameplay systems, and handling all in-game cameras (excluding cutscenes). Within the battle design team, I also served as the go-to technical member, leveraging my experience with macros and internal tools to support efficient implementation.
Encounters
It is sometimes possible to improve a character by combining existing assets. I do this by proposing new concepts, implementing them through scripting, and adjusting in-game cameras and animations. The examples shown above highlight work I led and implemented using this approach. They were made by combining existing animations and adjusting in-game cameras. As Guilty Gear -Strive- is a sequel, many scripts and tools were inherited from past titles. While working on battle scripts, I identified areas for automation and introduced solutions to streamline development.
Some examples include:
Simplifying scripts via Excel
Using Sikuli to automate gameplay and reduce the time needed to reproduce bugs
Create .bat files to automate image file conversion
These actions significantly reduced the team's time spent on scripting and testing. I also improved on staff onboarding processes by creating a documentation site and conducting foundational lectures.
Project Management
Managed small teams for special in-game cinematics and hosted team milestone check-ins during development
Proposed original game project ideas with schedules, projections, and possible outsourcing solutions
Created prototypes of game ideas using Game Maker and Unity(c#)
Mentored junior staff on implementation and techinical workflows
Overview
I led a small team to develop Gamestart Pixel Battle, a mobile platformer for iOS and Android. As the lead, my responsibilities included:
Pitching the project and overseeing its full development cycle
Programming core gameplay, drew sprites, and managed music outsourcing to create the game within a set budget
Producing sound effects using royalty free tools found on the web
Responding to player demand by adding post-launch DLC, informed by in-game analytics
Managing business development efforts on behalf of clients to ensure accurate representation of licensed IPs within the game
Overview
I worked on Skull and Bones during pre-production. I was responsible for the following:
Creating and implementing gameplay concepts using proprietary tools to prove and test game design
Conducting historical research to better understand the game’s setting and narrative context
Immersing myself in Ubisoft’s game development culture and workflows, gaining valuable insights into AAA production practices
Encounters
Worked with proprietary tools and used JSON and Node.js to test ideas.
Participated in weekly team playtests to evaluate concepts and refine gameplay direction
Documented design progress and feedback using Confluence
Collaborated in a structured development environment where all scripts were reviewed prior to integration
Gained hands-on experience with AAA pipelines, cross-disciplinary collaboration, and iterative design processes
>2 Million Downloads
Overview
I originated and led the development of Street Fighter X Mega Man, a fan-made crossover platformer that became a viral hit, surpassing 1.5 million downloads within six months and now exceeding 2 million. I handled nearly every aspect of development, including concept creation, programming, game design, sprite work, and implementation. The project was officially endorsed by Capcom, which later provided funding, QA testing, and global marketing support. I collaborated with Luke Alex Esquivel, who composed the music, and Geo Papapetrou, who contributed select background art.
Encounter
The game’s physics were reverse-engineered based on the classic Mega Man series, and I reprogrammed all core gameplay behavior using GameMaker Studio. Bosses were selectively chosen from across the Street Fighter franchise to ensure a wide variety of gameplay, with each stage uniquely designed around its respective boss. I also incorporated fighting game concepts such as spacing and timing into enemy behavior to create a hybrid experience that would appeal to both platformer and fighting game fans.
Business Development & Project Management
The game began as a personal hobby project, which I later pitched to Capcom employees I met at EVO 2012. This led to a connection with then–Capcom USA VP Christian Svensson, who brought the project into formal discussions. From there, we planned the game’s full development, adopting remote work practices well before they became industry standard—an essential approach given that I was based in Singapore, while my collaborators were located in California and Europe.
SKILLS
Unreal Engine 5, Current
Used Sequences for camera movements. Learning on the job while developing new features for a game. Used blueprints for specific camera cinematics. Worked on behaviour trees to implement CPU.
GameMaker, > 8 years
Reverse-engineered Mega Man game from the NES to the environment.
Shipped Mega Man X Street Fighter and Gamestart Pixel Battle.
Unity, > 2 years
Created 3 prototypes but was unable to get the game approved.
Sikuli, > 2 years
Automate tasks on Windows to reproduce game bugs. Automate repetitive tasks on Windows to help improve work efficiency. Automate game inputs that are too difficult to reproduce consistently.
Google Spreadsheet, > 10 years
Macro development & implementation
Microsoft Office, > 20 years
Macro development & implementation
Languages
English, Chinese, Japanese ( JLPT N2)
EDUCATION
Nanyang Technological University, Singapore
2010 - 2013
I earned an honors degree in Electrical Engineering from a prestigious institution (ranked 15th in the world in 2024). This educational experience has equipped me with valuable problem-solving skills, enabling me to make a meaningful impact.
Temasek Polytechnic, Singapore
2005 - 2008
I proudly hold a diploma in Biological Informatics and Engineering. Notably, my team and I received a distinction for our final year project, where we successfully developed a portable wireless ElectroCardiogram (ECG) device. This accomplishment reflects our dedication and collaborative spirit in creating innovative solutions.