Game Programmer with 5 years of professional experience and 3 published titles. Capable of utilizing multiple engines, including Unity and Unreal Engine. Experienced in measuring, scoping, and managing tasks, balancing between quality and delivery time. Extensive knowledge in building architectures that work well in game projects.
Highlights of my work in the development of Nix : Ashes of The Phoenix
The Spell System is architected to facilitate large variants of Spells. Spells can have different Aim Method, different Execution, Levels, Damage, and other Parameters. To satisfy these requirements, every spell is comprised of multiple small components that define how it is aimed, executed, how it progresses through level, how it reads parameters, and more.
Unique enemies are what makes ARPG great, and Nix have lots of them. Every enemy, be it mobs or bosses are made possible with the Enemy System, where each of them is created by attaching multiple small components, defining the enemy's basic behaviour (e.g moving, attacking) combined with powerful State Machine System. Walking, Slithering, Jumping, Flying, the system was developed to make all of them possible.
Quest System works together with the Dialogue System to immerse players in the hilly-billy of Pluma's Edge. In Nix, different types of quest are available : Extermination, Collecting Drops, Unlocking Areas, Triggering Flag. The system is architected to ease the team's effort in creating new quests but still provide the flexibility of mix and matching quest objectives to create immersive quests.
To further immerse players into the game, unique interfaces are created with different themes and interactions. In order to realize the Artist's design, I developed custom Unity UI and EventSystem components. In this example, we use a 3rd-party plugin called FancyScrollView and combined with custom EventSystem components to support Mouse, Keyboard, and Gamepad altogether.
Through multiple methods of optimization (Animation System tailoring, Object Pooling, Audio Optimization, etc), performance rose from 9FPS to 25FPS in an extreme case of 1000 enemies on-screen.
To create immersive audio, I utilized FMOD with its Unity Plugin. With FMOD, we succeeded in creating 3D Sounds, Immersive Ambience, and Seamless BGMs.
In the process of developing Nix, there are multiple occassion where large hauling are needed. Editor Tools were developed to ease this process, such as hauling our Animation System.
To complete players' experience, I connected Nix with Steam Achievements and Steam Cloud. This process creates better experience for the Achievers and ease players' process in changing device.
Highlights of my work in the development of ICANDO
This mechanic was developed for gameplays where arranging is the core mechanic. In this example, player has to arrange letters to create a word that matches the picture.
Path-Tracing mechanic is developed for gameplays where player has to trace a set of nodes to create a path. In this example, player has to harvest the cactuses by moving the tractor to paths that touch the cactuses. Player can also create back and forth path.
For gameplays that needed 4-directional movement, this D-Pad can be utilized to control avatar's movement. In this example, player can control the lion so that it reaches its food (Sheep).
One unique gameplay that I created in ICANDO where player can hold and drag a cello's bow to create instrumental sounds. Players can also record their playing and play it again in the play session.
Similiar to Pool, Players can drag a car back and release it, to launch their car into other lettered cars. To finish the stage, player has to hit the correct car to fill in the blank.
To extinguish the fire, Players can arrange differently-shaped docks in order to create a path for the Avatar. Wrong path will force the player to restart and think of another path.
I also participated in creating User Interfaces and using REST APIs to fill these interfaces with data. One example is this toy cupboard UI where every toy is retrieved from the game database and player's database.
Other things that I developed in ICANDO are several Unity Editor Tools, made to ease different processes, making them more efficient and less error-prone. One example is making this tool to create Toy Thumbnail (a Scriptable Object) by inserting needed data.
Highlights of my work in the development of Math Titans
Math Titans' battle system is Turn-Based Battle where in each turn, each team will attack the other. In Player's turn, players are able to arrange a multiplication sentence with the available numbers and shoot projectiles according to the multiplication. Players' objective is to clear the enemies before they are defeated.
To add progression for players, players can wear different equipments that increase their stats and change the numbers they can use in battle. The equipments also have unique look so players can mix & match to create their preferred appearance.
Coins acquired from battles can be spent in the Shop to buy new equipments. These equipments' prices varies according to their rarity and power.
Players can progress further through the game by entering different battles from the map. Players can also see what equipments will be dropped from completing the levels.
Categories of my Game Development Skill
Projects I have completed
A project built with the great team at Doomsday Device Studios. Nix is a rogue-like that fancies the gamers that like to wreck the enemies completely, burning them, exploding them, utterly annihilating them. Nix also features the story of the Keepers, saving the world from creatures that intend to cause its demise.
A mobile learning platform (Android & iOS) created by the ICANDO team to present Indonesia's learning curicculum in a more fun and interactive method. ICANDO proposes game-based education as a revolutionary way of learning for Indonesia's Primary Students. (Official Playstore page has been deactivated)
Passion project that started in 2019 finally coming to fruition. It is still the same multiplication game with Turn-Based RPG, but with design focused on how players can learn multiplication concept without memorization. I teamed up with an experienced educator in order to design the best mechanics for the students. As a result, more than 90% of the students playing the game (in the User Testing Phase) experienced an increase in their multiplication skill. But of course there are still a lot to improve, and with the acquired data, this game has been scheduled to be better.
A bullet hell game on Android Platform. Developed as a participant of game jam held by Asosiasi Game Indonesia with the theme Covid-19
Runner-Up of Something2Create Game Development Competition. Developed in RPG Maker, the game involves a deep world-building.
Finalist of Indie Game Ignite Compfest XI. A game inspired by the original literature of Alice in Wonderland, taking it to the next-level by adding unexpected riddles and plot-twist.
An education game combining Mathematics and Turn-Based RPG. Firstly developed as the medium of data collection for the paper "Peningkatan Motivasi Belajar melalui Game Digital sebagai Media Edukasi pada Kalangan Siswa SD". Due to positive feedbacks, the game is planned for improvement and release in the future.
A classic JRPG game with an intricate world-building and battle system. Developed as a submission for Genshiken Staff Training Festival. The demo only covers part of the story and typical battle system. Indefinite Project is planned for the future as a large project as the design is currently being improved.
Participant of Global Game Jam 2019, an event where games are made in 48 hours from scratch. The game brings a narrative of a broken-home. It is currently being developed by another member as an android game.
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