Floney Yang
University of Michigan Ann Arbor 2021
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Software Engineer at Microsoft
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Co-founder and Game Developer at HardBoiled Studios
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Artist at heart
[Awards]
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1st Place
Won 1st place with game Yolked in Student Games Showcase 2020 at University of Michigan.
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1st Place
Won 1st place with game Back2Back in the WolverineSoft 2020 Shammy Game Jam at the University of Michigan.
[ Software Engineer ] [ Game Developer ] [ Concept Artist ]
YOLKED
[Description]
Yolked is a physics-based, action-adventure platformer that follows the journey of an egg.
[Award]
Yolked won 1st place at the Student Games Showcase hosted by Umich.
[Publishing]
Yolked is on track to release Steam and Nintendo Switch by Q2 2022 with Publisher Hitcents.
[Engineering]
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Circular queue based object pooling system
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Physics based arm movement
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Inverse kinematics animation
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Serializable saving system
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Enemy auto path finding
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Pub/Sub event management system
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Costume collection
Project PLATO
[Engineering]
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Raymarch technique in shader programming to render 4D objects with a fourth spatial variable w using matrix manipulation and distance function
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Collision detection without colliders by calculating distance between player and raymarch objects using ray origin
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Gravity detection by simulating gravity force
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Randomization of NPC allocations and movements
[Description]
Project Plato is my research project on the topic of 4D visualization.
Inspired by Miegakure, this game is a 3D slice of a 4D world with puzzle-solving mechanic where the player controls the higher dimensional geometries in the fourth dimension in order to solve puzzles, find keys, and access the portal to the next level.
LIGHT
[Engineering]
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Inheritance/Polymorphism based classes for input handler and command with decoupling design principle
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Mesh Generation using ray casting with 3D math based edge detection
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Ray casting enemy detection system
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Enemy pathfinding
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Enemy State Logic
[Description]
Light is a puzzle-platformer maze game that controls a blue light bulb to find the key in a dark maze while avoiding enemies.
Procedural Generation
[Technical Design]
[Engineering]
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Custom procedural generation algorithm
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Loading system
[Description]
This is a procedural generation algorithm I created for a world with terrain, skybox, foreground/background/upground objects. This procedural generation algorithm focuses on generating several features of the world:
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All the foreground objects are randomly generated at any location in a circular flat terrain
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All the background objects are randomly generated in a “donut” shape range where the circular flat terrain will be placed at the center