About
If you are reading this, you probably want to know more about me! I hope...
As you have guessed, I am Samuel Chen, an aspiring Game and UI/UX designer! and this is my portfolio of what I have achieved thus far!
I've always enjoyed reading/writing stories or more precisely the experience one gains from them, and Game development has been a way to create an interactive medium to convey these experiences.
Down below are some of the games that I have developed with my team.
Feel free to e-mail me with any feedback!
Always looking to learn more about providing a better experience!
Games Gallery
Here are some games that I have designed, developed and produced!
Scroll down for more info on each game
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Click on the image to be directed towards that game's info page!
WayOut
WayOut is a game I worked on with the goal of creating a multi-player, dungeon-style boss battler with different characters, each with their own unique set of skills to help the player overcome trials the players will face.
I help designed the character’s skills, abilities as well as boss mechanics and was in charge of delivering the 2nd boss experience to the player. Gathering and analyzing feedback by holding multiple playtesting sessions to focus on what the players want and how the planned and perceived experience for the players differed.
ALTER
Best 2D Physics Technology by Continental Automotive Singapore
Best Sophomore Technology - Finalist
Koei Tecmo Singapore most Innovative Design - Finalist
In Alter, we wanted to give players a new experience, one where the player can alter the world around them to help them get to the end. Alter takes on a different spin for the classic platformer.
I helped design and create the core systems for the marquee selection tool as well as the AI behaviour and level design. Hosted multiple playtesting sessions for feedback to find where is the fun for our target audience and bring that aspect of the game to the forefront.
Illusive
Illusive is a Stealth action game that is set in a world where the player has only 1 ability, to turn the enemies on each other. The player would then have to use that ability to open up a path for them to progress towards the end.
My team and I worked closely to design and create a game built around an illusion ability. I helped create some of the audio and implemented some of the sound effects for audio feedback. I also helped with the level design as well as the creation of some of the art assets used in the game.
Planet Busters
Planet Busters is a co-op multiplayer game where players have to work together to complete the objectives together. During development, we wanted to make a game where players are always making critical decisions, to either move, shoot or gather, all while considering where their allies are currently.
With my team, we came up with different ideas and directions to go during development. I helped design the in-game user interface and user experience. I also had to design the layout of the levels, the type of encounters/challenges, player progression as well as populating the playable levels in the game.