RITTIKORN TANGTRONGCHIT

GAME PROGRAMMER

NightEngine_Screenshot_PBR_IBL_2.jpg

Night Engine

Opensource 3D Component-based Game Engine

Tool: C/C++, GLSL, Lua

Team Size: 1

Engine/My Role: Graphic Programmer

Development Time: 2 Months (July 2018 - Sep 2018)

 

Overview: A personal project, where I focused on creating a custom 3D game engine using C/C++, opengl, bullet, imgui (editor).

  • Core system: reflection system, serialization, factory, component-based architecture, message system, archetype system, unit test, file system, resource manager.

  • Graphic: PBR, IBL, HDR, Deferred rendering, shadow map, mesh loading, dir/spot/point light, normal map, postprocessing.

  • Physics Engine: Bullet SDK integration, Colliders, Rigidbody, Collision detection API.

Gameplay08.jpg

Night Raid

3D Local Multiplayer Action RPG Game

Tool: Unity Engine (C#)

Team Size: 1

My Role: Gameplay Programmer, Game Designer

Development Time: 4 Months (Jan 2018 - Apr 2018)

 

Overview: A solo game project, where I worked on a small ARPG game from start to end in Unity Engine.

  • Combat system, Data-driven Character System, Inventory system, AI behaviors.

  • Designed Levels, Character/Movesets, AI behavior, Status, and UX/UI

 

Trappist_Gameplay_01.png

Trappist Landing

3D First Person Narrative Driven Exploration Game

Tool: Unity Engine (C#)

Team Size: 16

My Role: Gameplay Programmer

Development Time: 8 Months (Oct 2017-Apr 2018)

 

Overview: A team project, where I joined the team as gameplay programmer to create a 3D first person space exploration game.

  • Designed and implemented player-related gameplay system including: custom FPS controller, object interaction, scanning detection.

  • Player feedback: breath system, headbob, some UI animations.

  • Generic UI Animation script, Reactive-plant behavior.

 

SwordArena_Gameplay_3.jpg

Sword Arena

3D Third Person Action Game

Tool: Unity Engine (C#), HLSL

Team Size: 1

My Role: Gameplay Programmer

Development Time: 7 Weeks (Aug 2017-Sep 2017)

 

Overview: A solo game project, where I worked on a Wave-based 3rd  Person Action game in Unity Engine.

  • Custom third person controller, Sword buddy system, Data-driven Character system, Enemies AI behaviors.

  • Custom sword shader that display current sword energy (HLSL)

  • UI scripts for health, energy, super gauge, sword dialogue, enemy counter, and timer.

 

CTD_Gift.jpg

Custom Tower Defense

3D Tower Defense Game

Tool: Unity Engine (C#)

Team Size: 1

My Role: Gameplay Programmer

Development Time: 7 Weeks (Jan 2017-Apr 2017)

 

Overview: A solo game project, where I worked on a 3D tower defense game.

  • Grid-base map system that handle unit, tower placement, and A* pathfinding, gameplay rules.

  • UI scripts for handling shop screen, build/sell, speed up/down.

 

CCT_CharSelection.jpg

Cross Counter Tactics

2.5D Turn-based Strategy Game

Tool: Unity Engine (C#)

Team Size: 5

My Role: Gameplay Programmer, Game Designer

Development Time: 4 Months (Jan 2017-Apr 2017)

Overview: A team project, where I worked on a 2.5D turn-based strategy game.

  • Grid-base map system, A* pathfinding, Character Selection, Unit actions, Camera system, gameplay rules.

  • In-game map editor: modifiable height, texture painting, map size, random generation, save/load to JSON file.

  • UX/UI and unit balancing for the game.

TLOM_Boss2_2.jpg

The Legend Of Mustache

2D Top-down Shooting Game

Tool: Custom Engine (C++)

Team Size: 7

My Role: Gameplay Programmer

Development Time: 4 Months (Jan 2016-May 2016)

 

Overview: A team project, where I worked on a 2D top-down shooter game using C++ custom engine.

  • Character movement, shooting, pushing box mechanic, in-game items, weapons pickup, AI behaviors.

  • Grid-based frustum culling, map loading from custom file format.

 

OBM_Gameplay1.jpg

One Bald Man

2D Shooting Platformer Game

Tool: Custom Engine (C)

Team Size: 3

My Role: Gameplay Programmer

Development Time: 4 Months (Oct 2015-Dec 2015)

Overview: A team project, where I worked on a 2D shooter game using C custom engine.

  • Character movement, shooting, bullet instances mechanic, and UI.

  • AI behaviors, and procedural generation map.

©2017 by Rittikorn Tangtrongchit.