My Casual Connect Singapore Talk: Dev by Day, Dev by Night

September 7, 2015 - 2:36 pm

The article and video of my Casual Connect talk in Singapore is now finally up on the GameSauce website. In this presentation I talked about how I managed to juggle being a professional game developer by day and an indie game developer at night.

You can read more of my interview here.

The video of the talk can be watched below:

Posted under: Pop Puff and Away! Videos

Escape of the Minibots Gameplay Video (8/14/2014)

August 17, 2014 - 11:53 am

I’m prepping the game for Steam Greenlight. For now, here’s a short video of the current build of the game.

Learn more about the game by clicking here!

Monteverde: One month later

December 9, 2012 - 8:57 am

Monteverde is a game that I submitted to the recently concluded Game On competition. It is a survival multiplayer game where one player controls a boss monster who hunts other players who are controlling survivors.


Sadly, I was not able to win the grand prize due to me not finishing on time. I still plan on continuing development though.

Here’s a sneak peak of how it currently plays:

Be sure to follow me up on twitter for announcements about the game.

Oh, and more screenshots below!


Posted under: Blog Post Monteverde Videos

Complexitivity: My Ludum Dare 24 Entry

August 30, 2012 - 2:09 pm

Last weekend I decided to join yet another Ludum Dare event. After 72 hours of continuous work, I managed to spew out Complexitivity, an arcadey first-person platformer where platforms randomly disappear and you try to stay alive by making sure you don’t run out of ground.

Yeah, confusing, I know. I guess, a video clip can help you visualize how the game works.

If that caught your fancy, you can try the game on Kongregate by going here:

Oh, and be sure to rate the game on Kongregate and Ludum Dare if you liked it!

Run, Panda, Run Devlog – Week 5, 6 and 7

April 20, 2012 - 10:42 am

I’ve been a little busy this past week due to other commitments. I wasn’t able to follow my timetable to the letter but things are still moving forward.

This week’s recap combines all the changes from week 5 to 7.


Here are some screenshots showing the evolution of the environmental design from sketch to concept art to in-game.

Here are the finished tasks in list form:

  • Added a countdown timer
  • Added more test levels
  • Added a level completed area
  • Added a level select screen
  • Players can now finish a level and move on to the next one
  • Made level creation and editing easier using prefabs
  • Face changing fixes
  • New environment concept
  • Created new environment models
  • Optimization changes
  • Fixed bugs
  • Deployed a development build for browsers

For next week, I might concentrate on adding new models and textures to the test level I’ve made. If I have the time, I might work on new obstacles as well.

Run, Panda, Run Devlog – Week 4

March 31, 2012 - 5:31 am

It’s already been a month! I just need to keep this pace up and this game would be finished in no time!

This week I’ve gone back to concentrating on art assets. Check out the video below for the changes:

Here are the finished tasks in list form:

  • Reduced the polygon count of the character models
  • Characters can now change their facial expressions
  • Added sliding animation to both Panda and Penny
  • Created brick floor texture for the flooring of the level
  • Removed all pointlights to increase performance
  • (Lots of ) Additional performance tweaks

For next week I will work on collectable items and the different menus for the game.

As always, feel free to comment below. And don’t forget to like us on Facebook and follow us on Twitter!

Run, Panda, Run Game Devlog – Week 3

March 24, 2012 - 11:46 pm

To see if my game would work on mobiles, I decided to concentrate on mobile deployment for this week.

The big problems that I encountered this week was the very slow loading times when changing between scenes and that frame rates differ from one device to another ( Samsung Galaxy S is around 30-35 fps but on Samsung Galaxy Tab the frame rates were halved ).  It’s a good thing that I encountered them early as it would guide my decisions for optimization in the future.

Here’s the devlog video for Week 3:

Here are the finished tasks in list form:

  • Tested game to Samsung Galaxy S and Samsung Galaxy Tab
  • Added mobile controls
  • Mobile controls now work even in the Unity editor
  • Sprinting gradually increases speed
  • Sliding is now brought back
  • Added a menu scene
  • Fixed bug where two simultaneous touches affects the camera in a weird way
  • Added picked up items GUI
  • Picked up objects are respawned when the player dies
  • Changed the camera position in reverse mode
  • Added blob shadow projector
  • Fixed bug where camera isn’t turning anymore after respawn

For next week I shall be reducing the polygons on my character models and work on a new background and obstacle models.

As always, feel free to comment below. And don’t forget to like us on Facebook and follow us on Twitter!

Run, Panda, Run – Week 2

March 17, 2012 - 1:46 pm

For this week I concentrated on making the assets for the game. Since I am fairly new to 3D modeling and animation, most of the week was spent learning through the help of tutorials and a lot of trial and error. In spite of the headaches, I really enjoyed it.


Here’s a list of all the finished tasks for this week:

  • Created and added Panda model with running and jumping animations
  • Created amd Added Penny model with running and jumping animations
  • Fixed tearing problems with the imported models
  • Added animation handlers for the imported models
  • Added abunatuib syncing for objects
  • Some minor code fixes and optimization

For next week I’ll go back to coding the engine and if time permits, test out the game on a mobile phone.

For comments, feel free to leave them below.

Run, Panda, Run – Week 1

March 10, 2012 - 5:37 am

(This game was previously called Riding Mr. Panda)

I always feel motivated every time I start a new project. Knowing this, I decided to push myself and get a lot done before the enthusiasm starts to fade out. Looking at my progress, I’d say I did a good job as most of the basic stuff are already finished.

Here are the latest updates in list form:

  • Imported Penelope assets as placeholder
  • Camera view tweaks
  • Continuous sliding under low-ceiling obstacles
  • Obstacle collisions
  • Player spawning and checkpoints
  • Improved camera turning in reverse mode
  • Fixed camera movement on slopes in reverse mode
  • Lots of tweaks and performance improvements

For this coming week I will be focusing on learning how to create 3D models. I hope this doesn’t take long.


Working on a new game: Riding Mr. Panda

March 5, 2012 - 11:34 am

( This game is now called “Run, Panda, Run!”)

After a weekend of tinkering with Unity3D, I am now ready to use what I have learned.

While I am eager to create the next Portal or Mass Effect, I decided to go with something simple and easy. I also wanted something that has an established game mechanic so I can concentrate more on development than game design.

After a lot of thought, I decided to create something similar to the game mode in Crash Bandicoot 3 where you control Coco riding a tiger along the Great Wall of China.

To those who can’t remember, perhaps the video below can help jog your memory:

Simple? Check. Easy to do? Check. Fun? Check. Gentlemen, we now have a new project!

While I am going to copy the mechanics of the game, I will be doing the art, story, and music from scratch. So yeah, instead of a bandicoot riding a tiger, we will go with a baby riding a cute and fat panda. Props to my girlfriend for the idea.

My objectives for this project are as follows:

  • Finish the game in less than 3 Months
  • Have it working on the desktop, browser and mobile devices
  • Learn how to model in 3D
  • Create a simple music to go along with the game
  • Log the progress of the project on this blog every week
  • Monetize the game


So what have I done so far? Well…

Riding Mr. Panda Devlog: Week 0

It took me a whole day before I got the basics of the game down.

Here are the stuff that I have finished:


  • Basic character movement
  • Basic actions (Jump, Slide and Run)
  • Basic camera behavior
  • Sample Level
  • 3 gameplay modes ( Normal, Time Trial and Reverse modes)


Check out the video below to see the updates:

Goodluck to me!

Posted under: Devlogs Run Panda Run Videos