Pochun Chen

Pochun Chen

Design de jeux video

LaSalle College Vancouver

Partager

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Biographie

My name is Pochun Chen. I studied game programming at LaSalle College Vancouver where I learned a lot about C++, C#, Unity, and Game AI. During my spare time, I played many games including MOBAs, FPSs, and the Pokemon series. When I am playing games, I am always curious about how the AI can behave naturally and can change dynamically. This led me into learning and implementing AI techniques in some of my projects. These projects are built using the Unity game engine and programmed in C#. Whenever I was stuck, I would research and learn new ideas to help solve my problems. Most of my learning is from watching tutorial videos on Youtube. Since my projects are mainly in 2D, I focused on tutorials on 2D game AI. Besides game AI, I have also implemented a 3D game engine using C++ and DirectX. This gave me some experience in GPU shader programming using HLSL, as well as working with third party libraries such as ImGui. There are a lot of interesting topics in game and AI development and I am excited to keep on learning.

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Demo Reel 2022

par Pochun Chen
Design de jeux video
LaSalle College Vancouver
Design de jeux video/LaSalle College Vancouver/Thumbnail-Capture.PNG

Tyrant

par Pochun Chen
Design de jeux video
LaSalle College Vancouver
Design de jeux video/LaSalle College Vancouver/Thumbnail-擷取.PNG

CCOcean

par Pochun Chen
Design de jeux video
LaSalle College Vancouver
Design de jeux video/LaSalle College Vancouver/Thumbnail-pige.PNG

PIGE

par Pochun Chen
Design de jeux video
LaSalle College Vancouver

Compétences

Proficient in C++/C#
Proficient in Unity development
AI systems
Mobile game development
3D Math and Linear Algebra

Expériences

Tyrant: 2D Top-Down Tower Defense Rogue-Like, Unity2D/C#
January 2021 ~ March 2022
Worked as the AI and Gameplay engineer with 6 developers for 12 months.
Implemented a custom tile map with support for multiple layers and metadata used for AStar pathfinding.
Implemented four enemy AI types including charger, mage, boomeranger, boomer.
Designed and implemented a spawning system with support for waves via scriptable objects for spawn point configuration.
Developed a room manager for monitoring the player progression and unlocking new areas of the map.

Ocean: 3D Environment Simulator, Unity 3D/C#
September 2021 ~ December 2021
Implemented AI flocking behavior combining cohesion, avoidance, separation, and alignment.
Implemented sensor perception using Unity’s raycast system for AI awareness of the game environment.
Used Unity’s URP control shaders based on camera location.

PIGE: 2d and 3d game engine, C++/Direct3D 11
Implemented rendering engine with support for GPU shaders in HLSL and post processing pipeline.
Implemented a 3D terrain.
Implemented a skeletal animation framework and data pipeline for 3D characters.

Formation

LaSalle College Vancouver