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About W.U.P
Wake Up Princess is a defense game in which you save your footholds from the rushing enemies. Beat the herd of the sheep with various interesting skills. As the stage proceeds and you cannot bear the sheep who get stronger, the fairies will give you some presents. Receive the presents from fairies, and save the tower bell until the end by acquiring new power sources! If you want to pummel down the sheep until your breath goes away, we would recommend you the Endless mode! |
Team SNOOOOOOOZ
Programmers
Programmers
- Ki Hyun Kim - Tech Lead
- Hyung Jun Park - Graphics, Tools, Level Design
- Hyuk Jun Kwon - Lead 3D Modeler
- Jin Young Oh - 3D Modeler
- Soo Hyun Park - Lead Environment Artist
- In Ae Seo - Environment Artist
- Hw Jin Na - Character and Model Animtion
- All of us
My Role
Graphics Programmer Animation Editor Tool Programmer Technical Artist Game Concept Designer Level Designer Web Designer |
Description
Wake Up Princess is created by Team SNOOOOOOZ. We utilized a scratch custom editor and engine using C++/DirectX 9.0 SDK/ FMOD Sound Engine. Period of Development - Apr.2012 - Dec.2012(8 months) Developers - 2 Programmers, 2 Environment Artists, 2 Character Artists, 1 Animator Language: Korean |
Award
Silver Prize in Korean independent game competition, 2014
Silver Prize in Korean independent game competition, 2014
My Contribution
- Designed storyline, art style, play style, and level of the game
- Designed 8 game levels with custom level design tool
- Mediated artists and programmers as technical artist
- Built real time 3D editor tool in C++ with DirectX 9.0 SDK and MFC
- Pipeline to import ASE and export custom binary file which helped reduce size and cost for serializing
- Model data : .DATA ( mesh info, skeletal info, material info, texture info )
- Animation data : .ATDATA ( animation info only )
- Model data : .DATA ( mesh info, skeletal info, material info, texture info )
- Can attach a variety of collision detection objects to the model
- Can divide big chunk of animation clip into small pieces based on its frame
- Can compose animation set by combining multiple pieces
- Implemented function to test various shader techniques in real time
- Phong lighting, Light mapping, UV animation, Depth shadow mapping, Blur, Overlay, Soft Lighting
- Implemented function to test IFL based effects
- Pipeline to import ASE and export custom binary file which helped reduce size and cost for serializing
- Created game controller library including general control methods and force feedback in DirectInput
- Provided numerous references of art assets and sound assets
- Translated all texts from Korean to English for IGF
- Create official website for submitting the game to IGF
- Arbitrated conflicts among teammates
Arts & Modelings
Story Board
Screen Shots