Leon Chen


I am a third year student of bachelor's in Computer Science in Real-Time Interactive Simulation at DigiPen Institute of Technology.

I am fascinated by the limitless power that modern video game can bring to this world. In order to enter the industry, I strive to learn all the necessary techniques and knowledge.

Visual detail is my primary focus. I enjoy doing the research about advanced graphic algorithm and lively animation. I also care about performance to deliver smooth visual result. The experience of custom and commercial engine I gained from group projects prepares me for the ever-changing industry.


Game Projects

Soulcaster

September 2019 - July 2020

Soulcaster is a 2D single-player, puzzle platformer in which the player uses a magical cloning, swapping mechanics to find a way to reach the exit. The game is built with custom engine and custom editor. There are 21 levels, 2 endings, 10 achievements.

Title: Graphics Programmer / Engine Programmer

Role

  • Constructed ECS framework and template systems.
  • Implemented graphics engine with Direct3D 11.
  • Built a 2D lighting system that renders lighting textures on another buffer.
  • Implemented post-processing, such as dissolve, chromatic aberration, blur.
  • Built sprite, UV animation system with custom animation sequence.
  • Integrated Spine C runtime API into engine.
  • Implemented character aiming pose with programmable bone rotation.
  • Implemented camera system with delay following, damping and virtual camera.
  • Implemented input mapping framework for both mouse/keyboard and controller.
  • Built level transition system to optimize loading time and memory footprint.
  • Implemented message system with queue allocator to decouple systems.

Mechaton

January 2019 - April 2019

Mechaton is a Co-op tactical twin stick shooter with randomly generated levels.

Title: VFX Programmer

Role

  • Built a 2D particle system with sprite animation.
  • Built a 2D camera system that splits viewport depending on the relative location of 4 players.

NEO

October 2018 - December 2018

NEO is a Single player top down 2D grid based path manipulation tower defense game.

Title: Gameplay Programmer / Engine Programmer

Role

  • Built a 2D grid map level editor.
  • Implemented A* pathfinding for minions to avoid dynamic obstacles.
  • Designed and created the simple geometry animation.
  • Implemented SAT collision.

Adventure Scrolls

October 2017 - April 2018

Adventure Scrolls is a 3D action RPG which players can control two types of characters, melee and range, with each unique ability. The game could be played as either single or two players co-op mode through a local network. The project was done during a Unity training camp in Taiwan.

Title: Animation Programmer

Role

  • Hooked up 3D character animation with Unity animator system.
  • Utilized Unity Cinemachine to create total 2 minutes long cutscene.

Tech Projects

Graphics Project

July 2020
  • Implemented different soft shadow solutions, including MSM, VSM.
  • Implemented reflection with Dual Paraboloid map.
  • Implemented normal map.
  • Implemented skydome.

Pathfinding

October 2020
  • Implemented A* pathfinding algorithm with generic heap (a hash table as internal lookup table for the element's index of the heap).
  • Rubber banding and smoothing are applied to the final path result.
  • Preprocessed the grid with Floyd-Warshall algorithm for lookup pathfinding.

WFC Algorithm

November 2020
  • Implemented fixed tile constraint with Unity Engine Editor.