Wang Hai Feng

Software Engineer and Game Producer

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Projects

Soul Blade

Soul Blade Gameplay

A laser sword swinging arcade game that is being developed by myself and an artist. The hook of the game is "swing laser swords to fight cool monsters".

Initially, you had to double tap to attack and there was no lightsaber element. During testing, players were trying to hit enemies without double tapping. I quickly decided to pivot to a more straightforward control scheme and the laser sword idea came from that.

Project Details

  • Platform: PC/Android/iOS
  • Tools: Unity, C#, Git, Piskel, Trello
  • Team Size: 2
  • Project Duration: In Development

Responsibilities

  • Concept, Gameplay, and Enemy Designs
  • Gameplay Programming
  • Sound Design and Programming
  • Production, Testing, and Marketing

Mobile Releases

Mobile games that were released during my time in Poly Fruit Studios. I worked as a project manager, producer, and programmer. I worked on game design, gameplay programming, data analytics, monetization, and publishing.

Swing Hero

Swing Hero Gameplay

A superhero swinging arcade game set in a neo-punk city.

I mainly worked on the production, testing, monetization, and publishing of the game. I was also involved with balancing the swinging physics, level design, polishing visuals, bugfixing, and optimizing code.

Project Details

  • Platform: Android/iOS
  • Tools: Unity, C#, Git, ClickUp
  • Team Size: 5
  • Project Duration: 2 Months

Responsibilities

  • Graphics and UI Programming
  • Data Tracking and ADs Monetization
  • Production, Testing, and Publishing

Kingdom Jump

Kingdom Jump Gameplay

A 2.5D Mobile Platformer that has physics based platforming, combat, and boss fights. I joined the project as QA to test game features but quickly moved to level design and bugfixing. I ended up being the project manager and handled production for the game.

Project Details

  • Platform: Android
  • Tools: Unity, C#, Git, Trello
  • Team Size: 30
  • Project Duration: 7 Months

Responsibilities

  • Level Design
  • Production, Testing, and Publishing
  • Gameplay and AI Programming

Hypercasual Games

Hypercasual Unity game prototypes that I developed with my teams working in Poly Fruit Studios. I was responsible for the production and worked on design, gameplay programming, and graphics. Each game was market tested with publishers for commercial viability by measuring Click Through Rates, Cost Per Install, and Scalability.

Wall Runner CTR 1.1%
Wall Runner Gameplay

Cheer Up Girl CTR 2.33%
Cheer Up Girl Gameplay

Plane Repair CTR 2.5%
Plane Repair Gameplay

Bee Carer CTR 2.9%
Bee Carer Gameplay

Water Me Lawn CTR 3.0%
Water Me Lawn Gameplay

Project Details

  • Platform: Android/iOS
  • Tools: Unity, C#, Git, ClickUp,
    HitFilm Express, Google WorkSpace
  • Team Size: 30
  • Project Duration: 7 Months
  • Highest CTR Achieved: 4.1%
  • Additional CTR Tests Ongoing

Responsibilities

  • Game Design and Pitching
  • Gameplay Programming and VFX
  • Technical Art and Graphics
  • Production, Testing, and Publishing
  • Video Editing

Cosmic Ronin

Cosmic Ronin Gameplay

A Free-form Space Shooter game with intuitive flight controls and combat. The game was developed to expand the space shooter genre on mobile. The goals for the project were dynamic and intuitive controls, open levels, interesting enemy behaviour, and customizable ship.

All game assets were created by myself aside from some muzzle flashes for player weapon, SFX and Music. Through prototyping and testing multiple control schemes, I learned the importance of testing game mechanics/features early and building for your target audience. During tests, men on average preferred faster and more sensitive controls while women preferred slower and more focused controls.

Project Details

  • Platform: Android/iOS
  • Tools: Unity, C#, Git, Trello
  • Team Size: 1
  • Project Duration: 8 Months

Responsibilities

  • Game Design
  • Gameplay and AI Programming
  • Prototyping, Testing, and Project Management
  • 2D Art and Animations
  • SFX and Music

Temple of Heck

Temple Of Heck Gameplay

A treasure hunting adventure game I made with a team for the Global Game Jam 2021. The theme for the jam was "lost and found", so I went with a treasure hunting theme for hook of the game.

There are traps with different behavious that test player reflexes and short term decision making skills. I was very happy with the feel of movement in the game with very strong visual feedback.

Project Details

  • Platform: PC
  • Tools: Unity, C#
  • Team Size: 4
  • Project Duration: 3 Days

Responsibilities

  • Game Design
  • Gameplay and UI Programming
  • Animations, VFX, and SFX
  • Project Management

Pontianak

Pontianak Gameplay

A horror FPS game demo that I made during my time in university. I programmed first person controls following online tutorials.

A fully functional handgun with optimized raycast hit detection, recoil, animations, VFX, and SFX was built using static assets from asset stores and online repositories. The enemy AI in the game was implemented with a simple state machine, navmesh, and pathfinding.

The context sensitive item UI pop-ups allowed for intuitive and quick communication with the player while maintainiing immersion. It was my first time building a Unity game from scratch and allowed me to learn the essentials of game development and the engine.

Project Details

  • Platform: PC
  • Tools: Unity, C#
  • Team Size: 1
  • Project Duration: 3 Months

Responsibilities

  • Game Design
  • Gameplay, UI, and Graphics Programming
  • Project Management