A collection of my past work, might take a while to load the whole page.
GuildWars 2 Cinematics Finale Part 1
GuildWars 2 Cinematics Finale Part 2
GuildWars 2 Cinematic Shaman Dungeon
GuildWars 2 Cinematics Order Vigil
GuildWars 2 Cinematic Order Of Whispers
GuildWars 2 Cinematics Norn Strength
GuildWars 2 Cinematic Sylvari Moon
GuildWars 2 Cinematics Human Common
GuildWars 2 Cinematics Furnace
GuildWars 2 Cinematics Dragon
GuildWars 2 Cinematics Charr Blood
GuildWars 2 Cinematic Iceberg
A game I made for ArenaNet April’s Fools 2013.
I did the design, programming and most of the in-game art, the game is built using Construct 2 Game engine.
Maclaine Diemer did the music, Matthew Oswald & Taylor helps me with the title screen, ending screen and boss design.
Play the game here:
Bunch of playthrough on youtube, it’s quite fun to watch:
A 3D Hidden Object Game, using Unity Engine.
Already offline from Itune Store but I might put it back in the Itunes someday in the near future.
I did the design, programming and the 3D underwater level.
This game is done together with Anicombo Team, Hai Phan, Donald Phan, Delly Sartika, Pavidcha Win Arayaphong and Chrissy Vu for the music.
A point and click game using Unity engine, I put this project on hold because the scope of the project grow bigger than what I can manage. I did the design & programming and Pavidcha Arayaphong did the illustration. Below are some WIP test screenshots & gameplay video.
I model & texture this Swat Commando for ArenaNet April’s Fool 2011.
Most of these cinematics are the combined effort from ArenaNet Cinematic Team.
It’s hard to pinpoint which shot that is solely my own work, because we tweak and polish each other works to the point that it could be 2-3 of us working on the same shot.
ArenaNet Cinematic Team at the time these cinematics are being made:
Horia Dociu / Matthew Oswald (Cinematic Lead)
Neal Hanson, Richard Anderson (Concept Art)
The cinematic is done using in-house tool and running real time on Guildwars 2 engine.
There is no pre-rendered shot, everything is running real time in the game, we have to rely on in-game asset to achieve the specific look we want, hopefully that explain why there is no fancy transition / crazy pre-rendered particle FX etc.