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CloudHigh

Independent Game Design

Engine : UDK

Using UDK, I create a game all by myself. Through this process, I have not only gained a lot of experience in game asset design, but also sharpened my skills with all the tools I have to use, from Maya to ZBrush, Mudbox, Mari, UDK, XNormal, Flash, and even some codings. The whole process is challenging and exciting, through this process, I also gained a lot of knowledge of the pipeline and the ingredient a game needs.

 

This Game design is also related to a fiction I created myself about Chinese swordsman, it's a long story with multiple main characters, I have designed and modeled all of them through the whole process.

 

I have learned a lot in this process, and finally got that the best way to learn something, is to play with it every day, make sure if you forget something, your finger still remembers it, the level you got, is the time you spend on it, and you will never lose it.

Process DEMO:

The whole working process and Pipeline I use to create this game.

Scene:

Real time scene captures

Character :

Character model, Textued in Mudbox and Mari

Tree model:

Created in Speedtree, fantastic software I discovered.

Rock Model:

Rock sculpted in ZBrush. I have 49 pieces created.

Demon Flash

Independent Game Design

Multi-media Fushion Developer

“DemonFlash" is a game I designed during a game class when I was in my third year college. When I was young, I was very fond of playing a game called “Demon Star”, and so, I designed “DemonFlash”, a kind of air combat game. But be careful, the difficulty of this game has even surpassed that of the “Demon Star", and I had never succeeded without dying several times.

The English name of “An Ying Fei Shu” is DemonFlash, a vertical edition air combat game that I independently designed, a fighting story between the human and the aliens from the OG74 nebula. Similar to the traditional air combat, this game advances through the vertical edition frame, and players can kill all enemies through control of plane attack and dodging.

The BOSS design also took me a lot of thoughts and energy. My understanding of the aliens must be some kind of mystery rather than a scientific and technological feeling. Therefore, in terms of modeling, I hope to differ from the scientific and technological trait of the human beings, to pursue a kind of absurdity and mysteriousness.

The PLAYER1 design of DemonFlash: the name of this plane is called RED. I hope to represent those aircrafts in the old-style air combat games. However, in the process, I found out that it is not an easy task at all to change the airplanes in some of those low-resolution air combat games to that of high-resolution. I have also tried many other styles. To the final result, I myself am quite satisfied. Except that there are some that are not clear and tidy on the mapping, and these are some of the defects when I split the UV and grasped the model. 

My Demo Reel

This is my demo reel of year 2015, I keep updating my reel each year, and keep improving my skills. the projects in this reel are all my own work except Lux, hope you likes it and please comment.

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