top of page

Winter's Lullaby

A 2.5D pixel-art styled Tactical RPG with gameplay elements inspired by Fire Emblem, Final Fantasy Tactics, and visual style inspired by Octopath Traveler. The project began as a 2-month collaborative effort of 5 team members where I was the project lead, programming lead, and artist. After submitting the project as our mid-term project for school, I decided to continue working on the game as the sole developer.

Developed using Unity Engine, all art created using MS Paint, Paint.net, and Blender.

Here is a quick preview of the fog of war feature I implemented for the game. I also wrote a custom sprite shader that uses Unity's stencil buffer to render x-ray silhouettes of units behind meshes.

​

I included simple-behavior AIs in this preview as well (aggressive and stationary).

 

An Aggressive AI may target a random target or one it deems the weakest when a target is within reach, otherwise it approaches the nearest enemy and prefers to hide in fog of war when possible (which forces the player to use up a unit's turn to scout).

​

A Stationary AI would only chase and attack if there is a target within its reach, otherwise it would hold its position until a behavior change occurs.

Soiled It!

A 3D topdown farming, tower defense-esque game where you play as a farmer defending your farm against hordes of enemies stealing your crops and destroying your house. A collaborative effort of 5 team members over the course of 4 months implemented with a custom engine using DirectX 11.

 

I was responsible for programming the base engine and the rendering pipeline, height-mappable terrain rendering, normal mapping and multitexturing, fragment shaders supporting multiple light sources, post-processing effects (bloom, player receving damage, scene transitions), on screen GUI pipeline for inventory and shop systems, simple time-based vertex deformation shader for foliage, buffer-based bill-boarded particle systems used for rain, fireflies, and hit effects, 3D raycast for placing plants and fences.

​

Features I had implemented but unfortunately had to be taken out were directional light shadow-mapping, reflective water, and terrain tessellation.

​

Developed using C++, DirectX 11 API and HLSL

.

  • Instagram

©2020. Anh Tri Nguyen.

bottom of page