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Projects by
Szun Kidd Choi

Game Designer & Programmer

Nice having you here! I'm Choi, a game designer and programmer who enjoys creating satisfying player experiences as much as tackling technical complexities.

When I'm not prototyping game ideas or crafting and tweaking systems and levels, I can be found wondering what instructions I need to feed my computer next to make it behave as intended. I love working on diverse teams that value growth and inclusion. There's always something to learn from each experience that can be applied to future projects, be it new tools, design techniques, or development process improvements.

I have experience with C# and C/C++, and some knowledge of JavaScript and Python. I am also familiar with both Unity and Unreal Engine.

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Project Ping

Networking & Multiplayer Programming

An in-progress and documented plug-and-play networked multiplayer asset that uses Steam for matchmaking. Working in Unreal has made me more familiar with C++ as well as the engine's gameplay classes and networking framework. I also got experience creating a codebase for scalability.

  • Added hosting/joining sessions with Steam (4 players max)
  • Replicated player input/movement across machines
  • Used seamless travel to move players across levels
  • Players track their scores, which persist across levels
  • Added session destruction logic for when either the server or clients leave games
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Quack Attack

Design, Process/Project Management

A fast-paced 2D platformer where resource management and pinpoint accuracy are keys to success. I honed my design, rapid prototyping, and project management skills. I also learned techniques to conduct playtests more effectively.

  • Led an interdisciplinary team of 4 with Agile principles and Scrum methodologies
  • Designed 5 tutorial levels iterating in 1-2 week cycles
  • Designed and scripted camera movement to give players better spatial perception
  • Worked on character customisation system
  • Helped plan/run playtests and analyse feedback while maintaining documentation
Learn More itch.io
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Vibrant Actions

Design, Gameplay Programming, Process/Project Management

An educational collect-a-thon about cleaning a trash-laden coastline, aimed at 6th graders in the US. Developing for a target audience has improved my design abilities. I also enhanced my programming and project management skills.

  • Directed cross-functional team of 4 using Scrum methodologies
  • Designed and developed a minigame where the player recycles trash by disposing it in the correct bin
  • Designed and developed player feedback systems that were used to improve game feel and the overall experience
Learn More itch.io
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Boids Interactive

AI Programming

An interactive version of Craig Reynolds's boids simulation, with modifications and additions made to the original framework to facilitate the interactive creation of generative art. I gained experience researching and implementing AI movements and behaviours.

  • Developed a flocking simulation with 90 agents
  • Extended Reynolds's boids implementation to accommodate 8 customisable flocking rules
  • Added customisability to various simulation elements, including agent trails and obstacle placement
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TapRacing

Design, Gameplay Programming

An isometric reinvention of the traditional, 3D, steering-based racer. This was my introduction to Unreal, and I exposed myself to the different tools and functionality the engine afforded. Everything in this project (except the car model) was implemented from scratch, using tools within the editor.

  • Designed and developed a snappy handling model for fast-paced gameplay
  • Added checkpoint system to track laps/prevent cheating
  • Implemented shaders using Unreal's material editor
  • Created particle systems using Unreal's VFX editors
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