Games
Professional Games
I worked on this as a technical artist from preproduction to ship. I did a LOT of random things on this project…read my resume for the overview.
The Elder Scrolls IV: Oblivion

Bethesda Softworks
I worked on this as a World Art Intern summer of 2005. I was primarily doing polish work on the exteriors and dungeons, but I did get to try my hand at level design.
Level Design Tools

EA — Redwood Shores
I interned in the central tools group, working on the in-house level editing tools that supported James Bond: From Russia with Love, and
The Godfather: The Game.
Student Games
Here are a few of games and demos that I did while I was in school.
Green, Eggs, and Pan

Group mates: Lisa Allen, Brenda Chen, Pamela Chuang, Dora Fraeman
This game is a two player mouse & keyboard platformer where the two players are codependent and must cooperate to finish the levels (One player makes platforms, the other jumps on them).
Winner of the 2006 Games 4 Girls National Game Design Competition
Visit the Green, Eggs, and Pan Website
Vac Attack!

Group mates: John Berges, Brenda Chen, Chris John, and Hari Nathan
This is a puzzle game where blocks are sucked in and shot out through vacuum nodes to clear the board.
1st Runner up for Best Overall Game in the Mobile Game Mosh 24-hr Game Design Competition
Graphics Demo: Happy Ball

Partner: Jeffrey Peng
This tech demo was a class project for CS 468: Computer Graphics II. It features shadow mapping, spring mass water and rope physics, squash and stretch, water shader, etc.
Mezame

Group mates: Christine Caneba, Eric Chen, Theo Chao, Rodney Eng, Masato Ikura, Victor Kwok, Elizabeth Popolo, Brendan Rehon
This 3D tech demo was a mish-mash of some Masters of Engineering projects. It features a 3D engine (from scratch), fully rigged/skinned characters, a custom OpenGl-based .x parser, single scattering model of volumetric fog, and hardware-based dynamic tone mapping, among other things.
Visit the Mezame Website
