
I bring people together to create something greater.
Want to know exactly what I do? Scroll on.

Getting stuff
done well. Efficiently.
From reducing manual workload from hours to seconds by automating pipelines, to using the right card in the right situation to get the best cashback rate, I’m motivated by the desire to make things faster and better - even if it's just for a little bit.
GAME PROJECTS
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Skull and Bones
Ubisoft Singapore, 2024
Roles: Project Manager, Junior Quest Designer
Enter the perilous paradise of Skull & Bones, as you overcome the odds and rise from an outcast to become an infamous pirate. From the Coasts of Africa to the tropical islands of the East Indies, establish your pirate network and build your own empire on your journey to dominate the Indian Ocean.
I manage the start-to-end delivery of mid-season updates across all teams on the project, transforming high-level project objectives and key topics into deliverables, and delivering them into players’ hands.
Concurrently, I lead a senior team comprising of 16 members in total in primarily defining and upholding gameplay and UIUX quality standards across the Skull and Bones’ development team, as well as addressing player feedback, reducing technical debt, and developing core technical features and fundamental technology to support the overall evolution of the game.
Additionally, I own the gameplay feedback process for the project and coordinate resolution efforts across stakeholders involved.
I previously worked on coordinating the delivery of all UI/UX features, and made significant technical and visual improvements in UI over a year, and reduced player friction in various areas in the year leading up to Skull and Bones’ Closed Beta.
I also previously worked on designing and implementing main story quests and narrative content, as well as driving various quest design topics across narrative, programming, and world teams.
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nyoom
Heritage Game Jam Entry, 2021
Roles: Gameplay Programmer, UI Animator
Play as our unsung hero: Mr Lecturer, as he tries to manage his students in a nyoom meeting. Keep your students focused in the lesson, ward off intruders who hack into the call, and prevent distractions from thwarting the learning experience!
nyoom was created as part of the Heritage Game Jam 2021 organized by The Sagakaya Collective, with the theme of ‘Everyday Heroes’.
I worked on developing a modular scenario gameplay system that was designer-friendly — allowing for easy game balancing given the time constraints of a game jam. I also spent some time to create simple and responsive UI animations.
🏆 Best Unity-made Games!
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Go Fish
Christ Methodist Church, 2021
Roles: Independent Developer
Go Fish is a non-profit promotional casual game which aims to encourages individuals to participate in an upcoming church-wide campaign. Players tap to catch as many fish as possible within the time limit with varied challenges across 5 levels.
I worked with the commissioner to formulate game designs for the vision of the campaign, scripted gameplay, and published the game on Google Play and Apple App Stores.
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The Defiant
Student Project, 2021
Roles: Producer, Programmer
The Defiant is a cooperative first-person shooter set in an oriental cyberpunk city. Ravaged by decades of oppression, the game follows a two rebel twins on a mission to overthrow The Corporation. The fully-voiced game blends eastern and western culture to create an accorded experience as you gun down enemies using a combination of weaponized elements.
I oversaw the development of the project, and worked on coordinating all aspects of its development from engine development to narrative elements over a period of twelve months. I also spent a substantial amount of time implementing physics, voiceover, and combat systems for the game.
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Touketsu
Student Project, 2021
Roles: Producer, Combat Designer
Touketsu is a single-player rogue-like tactical RPG where players follow a party of characters in their adventure through the mysterious and ethereal world of Touketsu, defeating enemies through the strategic use of cards. Blast your way through hordes of enemies determined to thwart your bold party of adventurers.
I worked on designing and implementing a modular card-based combat system, grid-based pathfinding, and coordinating efforts between team members.
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Fight for Flight VR
Student Project, 2020
Roles: Combat Designer, Producer
Ever wanted to experience flying in a mecha combat suit? Now you can. Fight for Flight VR is a multiplayer fighting game that can be played with or without an Oculus Rift VR headset. Acting as a mecha pilot, you control each mecha arm separately, toggling between a fist, a rifle, and a shield - with the simple goal of defeating the enemy in front of you.
For this project, I conceptualized its overall gameplay, worked on developing combat effects, visuals & UI/UX elements, and coordinated its development in collaboration with an artist.
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Howl: A Tale of Wolves
Student Project, 2020
Roles: Producer, Programmer
Howl: A Tale of Wolves is a single-player platformer set in the harsh yet beautiful wilderness. In this interactive experience, players take control of an adult wolf and her young pup. When their home is destroyed, they must seek a new shelter. Together, they brave rough terrains and overcome dangerous obstacles through the seasons - but will it be enough to finally reach paradise across the mountains?
I worked on aligning the efforts of the Design, Programming, and Art teams; project scoping and scheduling; and ensuring that the development processes were smooth across multi-disciplinary teams. I also implemented a GJK-based physics engine and multithreading libraries to support the gameplay vision.
🏆 Winner, Best Sophomore Game
🏆 Winner, Best Sophomore Technology
🏆 3rd, Claude Comair Game of the Year
🏆 Finalist, Most Innovative Design
🏆 Best 2D Graphics Technology -
Looty Booty
Student Project, 2019
Roles: Producer, Systems Designer
Looty Booty is a three-dimensional tactical board game which can be played by 4-8 players. As treasure-hungry pirates, players vie to be the first to plunder the greatest treasure of the seas.
Players use a combination of cards and strategy to outwit rivals, change the tides of battle, and propel themselves towards the treasure chest in the center of the map. Taking turns to act, players may choose to place tiles, move their player piece, and play action & equipment cards to secure victory.
For this project, I conceptualized the overall game concept & systems, and handled all production aspects from ensure that the project is delivered on time and liaising with vendors for the production of physical game pieces.
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Spellthief
Student Project, 2019
Roles: Producer, Gameplay Programmer, Level Designer
In this 2D action platformer, you have the unique challenge of controlling two characters, a thief and a wizard, simultaneously. Dissimilar in both personality and fighting style, you must battle your way towards the truth and discover what has brought these two unlikely companions together.
I worked on coordinating the team’s efforts, developing the tech behind modular combat gameplay system, and narrative & level design for the game.
🏆 Winner, ST Engineering Best Freshman Technology
🏆 Finalist, Continental Automotive Singapore Best 2D Physics Technology
🏆 Finalist, Ubisoft Singapore Best Artificial Intelligence
🏆 Finalist, Best Music and Sound Design -
Warsong
Student Project, 2018
Roles: Producer, Engine Programmer
Warsong is a text-based rhythm battler where you defeat enemies by reflecting notes back at them. Reflect attacks on the beat, and you deal greater damage to the enemy; miss, and you'll take damage. Reflect notes by keeping in sync with the music, blasting your way through the planet colony. Unravel stories of an intergalactic war and revel in unbeat and somber 8-bit musical tracks.
As the member with programming experience coming into the project, I worked on building my fellow teammates’ skills and ensuring that the project resulted in an enjoyable game. I also worked on developing the core engine functionality, implementing a real-time ASCII character-based graphical system within a Windows text console and an technical event system with a job queue.
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Masquerada: Songs and Shadows
Witching Hour Studios, 2016
Roles: Game Programmer, Game Design Intern
Masquerada is a single-player tactical RPG set in a Renaissance-inspired city of magic, where real-time combat can be paused to set up elemental combos powered by Venetian-styled masks. Come for gorgeous hand-drawn art; stay for the rich lore & a thoughtful, fully-voiced tale of intrigue & tragedy.
I worked on designing and implementing combat abilities for playable characters and enemies, integrated gameplay sequence across multiple levels, and worked with marketing stakeholders to produce assets for a successful Kickstarter project.
🏆 Dengeki PlayStation Best Indie Game
🏆 Marooners’ Rock Best Singleplayer Game -
Crossy Wolf
Personal Project, 2015
Roles: Independent Developer
Crossy Wolf is an endless runner mobile game, where players attempt to run as far as possible before the forest fire catches up to them. Cross plains, rivers, sand, squash weaker animals to fill up the strength bar and become stronger - making it easier to overcome obstacles.
I worked with an artist and carried the game from conceptualization to publishing it on the Google Play Store, complete with social and GPGS integrations.
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Kartwheels
Student Project, 2015
Roles: Producer, Gameplay Programmer
Kartwheels is a racing game where up to two players can compete with each other on the same device and simultaneously race against AI opponents through one of two racing courses. Gain power-ups and use them against your enemies to be the very best racer. Set in a physics-driven environment, take caution to avoid mounds and obstacles — otherwise your kart will flip and start performing Kartwheels.
I worked with two other developers, coordinating efforts to deliver the full development of the game across three days. I also worked on implementing locomotion and power-up gameplay systems, and set up collision boundaries for both tracks of the game.
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Moonless
Autodesk, 2015
Roles: Tools Programmer
Moonless is a 3rd-person fantasy-setting action demo game created in the Autodesk Stingray engine as a collaborative project between Fatshark Studios AB, Autodesk, and Temasek Polytechnic.
It showcases the engine's visual features that are an integral part of current generation consoles and gaming platforms, such as Physically Based Rendering, Light probes and Motion blur. The production and tools used by the students have been equivalent to a commercial game production. The demo was also showcased at GDC 2015 in San Francisco.
I implemented code API in Lua for player-facing features such as Exploding Barrel, Inventory and Minimap.
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Ubisoft Singapore #CARE Award
In May 2023, I was thrilled to have been awarded Ubisoft Singapore's #CARE Pillar Award! It's an incredible honor to be recognized for embodying the values of the studio.
In the midst of production, it's easy to get caught up in deadlines, processes, and JIRA tickets, sometimes losing sight of the human connection.
I'm grateful for the opportunity to directly contribute to the exceptional development team here on the ground. Their remarkable work is what truly brings our games to life!
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