• Welcome To My PORTFOLIO

    About Me

    Hey there! My name is Justin Kuo and I'm a graduate of DePaul University, where I majored in Computer Game Development with a concentration in Game Design. I love combining my knowledge of game design and programming to create amazing adventures. After growing up in Michigan for ten years, I had the pleasure of living in both Japan and China throughout middle and high school, both of which have left a lasting impression on myself, as well as all the projects I have worked on.

  • Featured Projects

    The projects that I learned the most on, or that I'm most proud of.

    God of War Ragnarök

    Release: November 2022

    PS4, PS5

    I had the chance to be a Technical Designer on God of War Ragnarok, after joining the project as part of the QA team. Some of my responsibilities included owning the integration and tuning of animations, VFX, and voice lines of in-level interactive cinematic moments, creating generic reusable modules that could be placed anywhere in the game, and implementing systemic AI moments. I also get to work closely with animators, artists, and various other design disciplines to help bring the world to life. While on the QA team, I led a team of testers and was the main point of contact for multiple levels. Being a QA level owner, I got to work hand in hand with level designers to ensure their visions were being realized at a high standard.

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    Mortal Kombat 11

    Release: April 2019

    Xbox One, PS4

    During 2019, I worked as a QA Analyst at Netherrealm, helping them to develop the latest installment in the Mortal Kombat franchise. While working with them, I worked mostly on single-player and co-op game modes, such as ensuring a consistent story mode experience, fun and balanced AI, an easy to understand and rewarding tutorial, and finding bugs in the power-up system within the Towers of Time, among other things. I also had the opportunity to work closely with the design team to help brainstorm future content for the game. In addition, I also collected and maintained documentation on various data within the game so that other testers had up to date knowledge on multiple design and gameplay changes.

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    The Wall: Untold Stories, Unintended Consequences

    Release: August 2017

    HTC Vive

    The Wall is a multi-award winning, including a Pulitzer Prize, VR project for the HTC Vive I worked on as an intern at Gannett based around the consequences of President Trump's proposed border wall. In addition to helping lead the design teams, both game design and world design, I was put in charge of all UX/UI implementation, which includes the player being able to interact with various objects and videos throughout the world, the changing of chapters/states, feedback loops based on player actions, and much more.

     

    Made with Unity3D

    Viveport Download

    Main Story Page

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    Sweet Victory

    Completion: June 2018

    PC

    Sweet Victory is a game myself and a few other students worked on as our Senior Capstone Project. SV is a 2-4 player multiplayer game (with networking!) where the goal is to collect the most sugar out of all the players. Our goal for this game was to make it a fast-paced party game that will have players yelling at each other and will test friendships. During the project, I led both the design and programming teams. I helped out by designing gameplay systems, while also creating a lot of the backend management systems, player controls, and UI elements.

     

    Made with Unity3D

    Download Link

    Gameplay Video

    Github Link

     

  • Projects

    Some of the other projects that I have worked on.

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    Dynamic Weather System

    Completion: August 2019

    PC

    This was my attempt in recreating the dynamic weather system found in The Legend of Zelda: Breath of the Wild. Created using both C++ and Blueprints, I made a system that other designers could use to create changing weather zones. The system can support multiple different weather zones and multiple different weather types, including having the ability to manipulate environment materials and particle systems. I also tried to make the system flexible, so if it needed to be expanded, it could be easily.

     

    Made with Unreal Engine 4

    Github Link

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    Injustice 2 Clash Sequence Recreation

    Completion: March 2019

    PC

    A quick side project I worked on a little bit to keep up my Unreal Engine 4 proficiency. Based off of the clash sequence from Injustice 2, complete with a basic fight engine. I broke down each part of the sequence, from the build-up, triggering the clash, the cinematic sequence, and finally the gambling and end result,  and tried my best to recreate it. The player inputs and the fight engine are both powered with C++, while the UI and animations are mostly controlled by Blueprint, with a little C++ thrown in here and there.

     

    Made with Unreal Engine 4

    Video Link

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    Luminous

    Completion: November 2018

    HTC Vive

    Luminous is an exploratory VR game where there is no goal. At the start of the game, you're drifting in space, and you have the ability to teleport between planets and grow crystals to bring light to the worlds. For this project, I was in charge of designing the teleport system for the game, as well as making multiple game states. I was also in charge of a lot of the backend development so that other programmers on the team could easily make their code work in a VR environment.

     

    Made with Unity3D

    Download Link

    Gameplay Video

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    Oh Snap!

    Completion: November 2018

    PC

    A simple game where our only constraint was that it had to only use two buttons (although we slightly bent the rules). The goal of the game is to bite as many hands off as possible without getting caught by the zookeeper. For this project, I was in charge of all the programming. I implemented all of the art and sounds for the game and created various managers for our game designers to work with so that there was a quick and easy workflow.

     

    Made with Unity3D

    Download Link

    Gameplay Video

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    Custom Terrain Editor in Unity

    Completion: May 2017

    PC

    This is a fun project that I started near the end of my time at M1 Interactive, when my workload was getting smaller as my internship was about to end. I wanted to challenge myself to create a basic terrain editor that someone can use in Unity during runtime. Currently, the user is able to have full camera control, very similar to the camera control in the Unity editor window. There is also the ability to raise and lower the terrain with a variety of brush sizes, as well as paint the terrain to whatever color you like. As I continue on this project, I plan on implementing more tools for the user to use, and cleaning up current ones, in order to make the terrain editor more powerful.

     

    Made with Unity3D

    Demo Video

    Download Link

     

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    A Grim Reunion

    Completion: March 2017

    PC

    A Grim Reunion was a game I made with a group of three other students for our class Advance Game Design. The goal was to make an affection game within the span of five weeks. During the process, I was in charge of all of the programming as well as some of the design. The premise is that you're leaving a family reunion, so your parents tell you to say goodbye to your family members. You walk around the backyard, giving everyone a hug or something else before you leave.

     

    Made with Unity3D

    Download Link

     

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    Heineken Registration App and Display Screen

    Completion: March 2017

    LED Screen and Tablet

    While doing an internship at M1 Interactive, I helped create a registration app and display screen for Heineken for use at their booth at Ultra Music Festival 2017. I laid the foundation of the registration app by putting together some existing elements while adding my own as needed. I also worked on the globe, tracking which country is picked by the player. In the display screen, I helped to program the guest tracking list, which reorders itself based off the number of guests that came from each region. I also worked on the star animation that flies from the guests country to the location of Ultra.

     

    Made with Unity3D

    Videos:

    Registration

    Display Screen

     

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    Rubbernecking

    Completion: February 2017

    PC

    The premise of Rubbernecking is that you are on a date, however you have no interest in your date, so you have to find other ways to keep yourself occupied while trying not to insult your date. The goal for this project was to create a light-hearted and humorous game that everyone could potentially relate to. This game was made over a span of five weeks with a team of three other people. I helped to design the whole game, as well as the level, while also being the sole programmer for the project.

     

    Made with Unity3D

    Download Link

     

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    RSA Holographic Challenge/Experience

    Completion: February 2017

    Microsoft Hololens

    The RSA Holographic Challenge was an AR project that I worked on while at M1 Interactive for RSA Security. I worked mostly on UI displays and simple user interactions, such as button pressing. I also helped to create transitions between the different phases in the challenge. I was also tasked with implementing a lot of the background assets that give the experience a more futuristic/computer feel.

     

    Made with Unity3D

    Video

     

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    Resume

    Feel free to download my full resume which includes all my experiences if you want to learn more about me

  • I Want To Create Games Not For The Sake Of Creating Games, But To Create An Amazing Experience