Hi there! A bit of introduction here, I am Gregory Wong, an undergraduate currently studying Computer Science in NTU. I enjoy building projects and spending my free time playing and creating games as well as exploring new aspects of software such as this website. This site not only serves as my platform for experimentation but also as a record for the works that I have taken part in (feel free to browse below). I am constantly looking for ways to grow and consistently aim to improve myself at what I do each day. If you have any question feel free to contact me and we can have a chat.
Able to debug and write basic code to handle server-side.
Fair experience as most of my projects below were done using this langauge.
Implement client-side features, coding of UI, debugging as well as interfacing with server-side.
Did some data visualisations, model training and interfacing on RasberryPi in school.
Most of my experience has been school projects in polytechnic where I made numerous amounts of games in my time there. The most notable ones(can be seen below) are bigger in scale and took the majority of the school year to complete. These projects required me to work in teams, learn new skills, take a creative approach to problem solving as well as effectively manage my tasks and time.
I did 2 internships one at Neeuro and UDREAM Entertainment. While I was at Neeuro I was mainly tasked with software testing and prototyping of new ideas. This showed me the gaps in my knowledge and experience, as well as gave me an opportunity to experience first-hand the SDLC and Agile.
At UDREAM I was given the opportunity to debug and implement new features for the game. During my time there I became proficient in version control, debugging and feature implementation and integration. I also learnt the effectiveness of code reviews and understood the concept of maximum change of a system through minimum impact on the code base.
The Final Year Polytechnic project where I used everything I had learnt thus far to create. Was the main programmer for the project which lead to a bigger contribution to the code base.
Heavily practiced OOP and Agile methodlogies throughout this project.
AI was made using a finite-state-machine with Unity NavMesh for pathfinding.
Created camera culling of objects obstructing camera when traversing the level.
Object pooling was integrated(Enemies, Spawned Items, Bullets) to optimise performance as much as possible.
Occlusion culling and baked lighting done for optimization.
Worked with artists to tntegrte UI, Animation, SFX, VFX and Models.
Maximize reusing of assets while not compromising quality.
Done in Unity Game Engine and was my first experience working with another programmer. We split the work based on features and tried our best not to have each other working on overlapping features. However there were times when it was necessary which communication played a key role in ensuring a smooth workflow. Practiced OOP and some Agile methodlogies throughout the project. Pathfinding and UI were done via Unity's inhouse systems (NavMesh & UnityUI), Camera movement done by shfting coordinates with no extra camera filters or effects.
My first larger scale studio project in Polytechnic. Participated in the project as the programmer. Movement in game is done through changing coordinates and the puzzles are made through referencing animation states. Setting all the wheels in the correct states solves the puzzle. Also integrated all the animations, sprites and SFX in game. Learnt alot about the fundamentals of coding, project management and working in a team.