Wee Wan Chong


Craftsperson creating unique experiences.
About Me
Think Universally: Reality, Science & Logic trumps all.
Reason Globally: Consider Earth & Humanity's future.
Act Locally: Do whatever is within my strength.
These are the fundamentals that I act upon.
Education
Tokyo Metropolitan College of Industrial Technology
Associate's Degree in Electronics and Information Engineering
2017 - 2022
Followed my passion in もの作り Crafting.
Pursued an independent study in Game Design & Programming.
Designed, Assembled & Showcased an Analog Infrasound Amplifier Circuit with friends for the school fair.
Game Development / Game Industry related Experience
Has experience working under strict NDAs.
Information cannot be unlearned.
Keeping secrets preserve entertainment for players when they finally get to play!Currently Discord / Steam Moderator for Enhance.
Enlisted for Moderation & Quality Assurance for HUMANITY, improving gameplay and retaining supportive communities.
Performed Quality Assurance for Lumines Arise, catching bugs and improving gameplay.
Performed Quality Assurance for Lumines Remastered, catching bugs and improving gameplay.
Performed Quality Assurance, weeding out, dissecting & reporting several game-breaking bugs on GRAPPIN.
Other Experience
Translated Japanese into English professionally.
Made sushi rolls for a year.
Washed dishes & served oysters for 2.5 years.
Helped out in a family business making handmade billboards.
Basic Skills
Can use English & Japanese.
Can use a computer rather well.
Can use Linux Mint 22 & Windows 10.
Roles
Who do you need? I can fill these Roles.
Capable
Decent
This page is not exhaustive; Willing to pick up creative positions.
Game Designer
Ready to detail the next big hit? I'm just a message away.
Created, Completed & Delivered 2 Games in Game Jams, in collaboration with teams of creators.
Conceptualized, Researched & Iterated on Gameplay Designs, resulting in fun & unique Gameplay.
Discussed, Described & Detailed on Game Design Documents, enabling fellow teammates to achieve their goals.

"Magic Beach Ball": An explorative marble game, for "Seaside Game Jam". Play it on Itch.io!

Open Gameplay & Level Design: Laying out a 'Correct' path & providing ways to clear or skip it. I also coded the entire project, while my teammates provided assets.

"The Legend of the Leg End": A simplified platformer, for "Legend Game Jam". Play it on Itch.io!

Concepting for "The Legend of the Leg End". We started with traditional RPG elements, then I noticed & mentioned that "Legend" contained "Leg End" & we snowballed into Foot based concepts!

Settling on a "Platformer with Different Boots", we collected concepts for interesting footwear. I was then assigned to code the moving platforms.
Game Programmer & General Programmer
Need some code done or data crunched? Ping me!
Uses: Visual Studio
| C# (Capable) | C++ (In Training) | Algorithms Made |
|---|---|---|
| General | General | General |
| Unity 5 | Unreal 5 | Game Logic, 3D Gravity Systems, Procedural Tile-Based Dungeon Generation |
| Windows Forms | - | Image Processing Tetris computer player |
My personal projects tend towards 3D Gravity because such systems are intricate, complicated & beautiful when done right. Perfect for a challenge!
Note: I don't use any Generative AI features to code.
Source Documentation is the best thing to look for.
2D Artist
Have a vision & want to see it? My pen is ready!
Uses: Procreate (iPad)

Tetris Effect Fanart: The Deep
Timelapse
Tetris Effect Fanart: DaVinci

Tetris Effect Fanart: Deserted

Tetris Effect Fanart: City Lights

Original: A Dream

Meme: Maniac Goosemidion
3D Modeling / Texture Artist
Workflow from Concept to Game-Ready 3D Asset.
I based this GPU Sword from an old NVidia GTX 1050 GPU.
Uses: Procreate (iPad), Blender, Substance 3D Painter, Unity

Source: An NVidia GTX 1050 GPU.

Concept 0: Adding a fan to a sword

Concept 1: Using GPU as reference. Coming up with creative ways to use heat.

Final concept used. Half of the blade is now Holographic, and Details added.

A reference image from Wikipedia, to get the details right.
![3D Modeled Sword in Sections, using references. [Blender]](assets/images/gallery02/b690a558.jpg?v=7f2d5890)
3D Modeled Sword in Sections, using references. [Blender]

Finished simple 3D Model
![After UV unwrapping, Separation per Material allows the highest fidelity per Section. Each Section is painted with a combination of Procedural Layering & Manual Masking. [Substance 3D Painter]](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHg9IjAiIHk9IjAiIHZpZXdCb3g9IjAgMCAxMTQ2IDQ1MCIgd2lkdGg9IjExNDYiIGhlaWdodD0iNDUwIiBwcmVzZXJ2ZUFzcGVjdFJhdGlvPSJub25lIj48cmVjdCBmaWxsPSIjMGIxOTM2IiB3aWR0aD0iMTAwJSIgaGVpZ2h0PSIxMDAlIi8%2BPC9zdmc%2B)
After UV unwrapping, Separation per Material allows the highest fidelity per Section. Each Section is painted with a combination of Procedural Layering & Manual Masking. [Substance 3D Painter]

IRay Render within Substance Painter.

Unity Ready Asset! 1 Unculled Transparency Shader for the Blade & 3 separately modeled fans (designed to spin & spew particles) later, it's ready to be swung around by a cyberpunk protagonist.

Rear view. Most GPUs insulate the back to protect the circuit, and I reflected that here.

A buildup of dust around the vents, just like any Air-Cooled GPU.

Any Hologram needs a Projector. The screen's display may not be visible at all times, but it'll be found when players take a closer look.












![After UV unwrapping, Separation per Material allows the highest fidelity per Section. Each Section is painted with a combination of Procedural Layering & Manual Masking. [Substance 3D Painter]](assets/images/gallery02/3ef21086.jpg?v=7f2d5890)

