Andy Eng
Games Designer × Programmer
Latest Projects
Games
Featured Work
Play the demo now
Director | Game Designer | Sole Programmer | Technical Artist | UI / UX Designer | Sound Designer
Platform: Windows PC
Engine: Unity
Language: C#, Shader Graph
Tools Used: Unity, FMOD Studio, Adobe Photoshop, Jetbrains Rider
Duration: 4 Months
Team Size: 5
Accolades
- ACMI + RMIT Audience Lab: November 2024 (Showcase)
Main Contributions
- All Game Mechanics and Development Framework
- Enemy AI
- Fixed Camera System and Placement
- Complex Puzzle Design with Deep Ties to Narrative
- 3D Visual Presentation and Shaders
- Save System
- Stylized and Intuitive UI / UX Design
- All Sound Design
Currently in-development
Game Designer | Programmer | Technical Artist | UI / UX Designer
Platform: Windows PC
Engine: Unity
Language: C#, Shader Graph
Tools Used: Unity, Adobe Photoshop, Jetbrains Rider
Duration: 2 Months (PAX Aus Demo)
Team Size: 4
Accolades
- PAX Aus 2024 (Showcase)
Main Contributions
- Assisted with Core Gameplay Mechanics
- Enemy AI
- Upgrades System
- Save System
- UI / UX Design
Ubisoft Australia Game Jam 2024 Winner
Game Designer | Programmer | UI / UX Designer
Platform: Windows PC
Engine: Unity
Language: C#
Tools Used: Unity, Adobe Photoshop, Visual Studio
Duration: 2 Weeks
Team Size: 3
Accolades
- Ubisoft Australia Game Jam 2024 (Overall Winner)
- Future Play Library 2024 (Showcase)
Main Contributions
- Net Throwing Mechanic
- Projectile Trajectory Projection
- Upgrades System
- Save System
- UI / UX Design
Prototypes
Noise Detection System
Using Audiokinetic Wwise, I developed an audio system where every player action generates noise, contributing to an overall volume meter. This system encourages players to move cautiously, carefully opening containers and doors to minimize sound. Meanwhile, they must collect items to facilitate their escape. If the player makes too much noise and exceeds the volume threshold, the enemy will be alerted, actively seeking out the player and killing them if they are caught.
Modular inventory System
Inspired by the inventory system in Resident Evil 4, I wanted to create a similar mechanic that allows players to dynamically pick up, rotate, and drop items. However, the system I've developed takes this idea in a unique direction, supporting a different type of gameplay. In this tech demo, players must pack their inventory as efficiently as possible for a trip, turning the act of organizing items into a strategic puzzle. This forces players to carefully choose which items to bring, adding a layer of decision-making and challenge to the experience.
Fixed Camera System
Inspired by games from the 5th and 6th console generations, I developed an early fixed-camera system that laid the foundation for its more refined version in my current game, Deadlines. This system is paired with a tank-controlled character, evoking the gameplay and atmosphere of classic titles like Resident Evil and Silent Hill. In the tech demo, I also experimented with instant camera switching and player teleportation, creating the illusion of being transported to another dimension. These mechanics became integral to Deadlines, where the duality of worlds emerged as a core element of the game's identity.
Scrambling Dialogue System
For a Creative Coding university assignment, I designed and developed a custom dialogue system from scratch. This system dynamically scrambles text based on the player's knowledge of a specific language, adding an immersive and interactive layer to communication. In this tech demo, the player must collect books to raise an intelligence stat, which progressively deciphers the alien's speech. The system also includes a typewriter effect for the dialogue and accompanying text scroll sounds that I recorded.
Reverie (Over 5 Years Ago)
One of the first projects I've ever released, which was a short room exploration / walking simulator built in Unreal Engine 4. Created as part of my IB Personal Project in high school, it marked one of my first experiences working with a game engine. The game served primarily as an environmental showcase, featuring a recreation of my own room, with a focus on achieving photorealistic graphics - a particular interest of mine at the time. This project also explored the concept of world duality, with the game transitioning to a Stranger Things-inspired "Upside Down" version of the room. This idea of duality has continued to inspire my work and remains a recurring theme in my games today.
UI / UX Design
The UI/UX design for Deadlines draws significant inspiration from classic games in the genre while integrating the thematic elements of digital cameras. Both the main and pause menus emulate the interface design of digital cameras, featuring a spinning mode-select wheel, menu aesthetics, and sound effects to achieve a highly stylized look and feel. The pause menu, in particular, presented the most complexity, as it combines camera swapping and render textures to create a seamless transition effect. This design gives the impression that the player has been viewing the game world through the lens of a camera the entire time.
Technical Art
Recreating style (Bessie Pease Gutmann)
For a technical art assignment, I recreated the style of Bessie Pease Gutmann's Alice in Wonderland paintings using Shader Graph. The result was highly successful, closely replicating the charm and detail of the original artwork. Additionally, I developed C# scripts to interact with the shader materials, enabling real-time effects such as dynamic wind direction and grass color shifts based on player proximity.
Frozen Frontier
For a world-building assignment, I designed and created a complete environment from scratch, including custom 3D models and shaders. The environment depicts a foggy, desolate arctic landscape that evokes a cold and oppressive atmosphere. This tension builds until the climax, where the player experiences a cathartic release, witnessing a stunning clear starry sky illuminated by vibrant northern lights. The skybox shader was the most intricate part of the project, featuring dynamic stars, moving clouds, and shimmering auroras. It was designed to blend seamlessly with the fog, which could be adjusted in real-time through a script, culminating in the powerful and visually striking finale.
3D Renders
These renders were made using Unreal Engine 4 & 5, with a mixture of self-made and third-party assets such as Quixel Megascans. Mainly created as a hobby, I wanted each render to have a serene and tranquil feel.