Hi, my name is Tam. I am a game developer with years of experience in various programming languages and game design. I started programming at a young age, scripting mods for games and making servers which included using pawno, assembly, JavaScript, HTML and CSS. Later on I was introduced to C# and C++ which led me to use Unity and Unreal Engines and join the Game Programming program at George Brown College.
CONTACT MEUpcoming Multiplayer VR game being created with Hidden Gem IO. This game is set in a cel-shaded toony chaotic world where players can co-operate and fight off waves of enemies, gather loot and upgrades to be freed from the realm they are trapped in. The game features a rogue-like setting with interesting movement, gesturing for abilities and a variety of enemies.
Gameplay Programmer at Ubisoft Toronto, part of the team that worked on the Far Cry 6 Lost Between Worlds DLC. My discipline was in gameplay and I worked on various bug fixes and some features during my first 6 months of employment.
Game Jam game for the GMTK Game Jam 2021. Created within 24 hours by myself and @soltar! This game follows the jam’s theme of “Joined Together” by connecting a spike ball to the player which they can fling around procedurally generated arenas. The player can get unlimited stackable pickups once completing a level, the levels are infinite and there are boss rounds.
Game Jam game for the Ludum Dare Game Jam 49 in 2021. Created within 24 hours by myself and @soltar! This game follows the jam’s theme of “Unstable” with the plot of having a blind driver trying to get their driver’s license and having someone radio to them which way to turn. The player can only turn left and right and are constantly accelerating trying to avoid traffic cones and barriers. With a wacky, arcade-y and drifty car controller and a reflective wall, this arcade style game makes for a quick fun and challenging run for any player.
Research project created for Ignite Consulting Group. I-Deals is a card game in which players answer questions about their ideal life including goals to finances, health, business, home, family and many more. Players have the ability to make online matches in either text or voice chat rooms and take turns answering questions and voting on their favourite answers. Networking done in PHOTON PUN 2, database management using Firebase.
First game created in Unity and made for mobile. Sling Kid features a character who has entered a dimension as a ball that must sling themselves all the way to the top in a never-ending battle to gain coins and reach the portal to another dimension, in hopes the next one will be their dimension. This game has infinite seed-based procedurally generated levels and increasing difficulty as the player continues between levels. The touch aspects of this game are to hold and drag the screen to “shoot” the player toward their goal, hitting a combination of blocks which contain gold coins. The player has to be careful, though, as the harder difficulty blocks may contain hazards such as explosive blocks.
School internship project made in a team with Game Design, Game Art, Concept Art and Animation students at George Brown College. Onkan is a 3D puzzle game inspired by the Aztecs. Players descend a nine stepped pyramid solving puzzles by leading sacrifices to altars in order to activate puzzle elements.
School internship project made in a team with Game Design, Game Art, Concept Art and Animation students at George Brown College. MNEMONIC is a first person rogue-lite game featuring fast parkour gameplay. Play as a Mind Diver, tasked with reaching into the minds of clients to obtain valuable information. Navigate through perilous terrain and confront powerful guardians using a variety of combat options and agile movement mechanics.
School project made with Game Programming students at George Brown College. Buff babies is about a baby in a dream who is fending off monsters to avoid bedtime. The buff baby has a combo moveset they learned from watching boxing videos on TV. They collect candy and special power ups while they try to avoid spike traps, swinging pendulum hammers and unstable platforms along the way.
Game created within 3 days for the 2022 Ubisoft NEXT challenge where I placed 3rd in the programming discipline. I created a game in C++ and OpenGL that builds on top of and innovates the old classic game Atari Gravitar. Gravity Blaster differs as it is about destroying the core on spaceships in a galaxy environment, gathering minerals, upgrading your ship and destroying enemies along the way. More info in the video attached.
Simulation made for Physics Engines course at George Brown College. Pinball with a fun twist of moving objects, animated effects and lighting. Some sounds are original pinball sounds.
My first ever unreal game and game made in any engine, made as an assignment in college. Whiplash is a game where the player is a car with a shooting mechanism that is set out to shoot enemy turrets whilst driving over a wasteland landscape.
Assignment for school created in a total of 15 hours in an attempt to clone the first stages of the classic game QBert. Included online leadership board with MySQL.
Rendering assignment created for Advanced 3D Graphics at George Brown College in which myself and a partner created a maze with surrounding castle walls/steps, a castle, animated movement, animated screen shake/fade, SFX, physics and collision systems.
Rendering assignment created for 3D Graphics Programming at George Brown College where I created a castle with a maze inside, simple movement, a pickup item and a pedestal to place the item on in OpenGL.
Simulation made for Game Engine Development I at George Brown College. This simple demo has physics for movement and collision, score, lives and an FPS counter.
Simulation made for Game Engine Development I at George Brown College. This simple demo has physics for ball and paddle control, score, lives and an FPS counter.
Simulation made for the Artificial Intelligence course at George Brown College. This demo includes A* pathfinding, steering behaviours, state machines with different states for when an enemy sees a player, chases, takes cover, gets hit, or flees the scene.