OBJECTIVE: To create interactive tools and technology pushing the limits of human emotion and storytelling in games |
Ted Hung has
always been intrigued with the ability for computers to act as a medium for artistic
expression, creative storytelling, and emotional conveyance. With over 10 years experience in games programming (EA, THQ, Lucasarts, Linden Lab), he has programmed all aspects of games with an emphasis on management, tools, effects, and gameplay. In his spare time, his interests include origami, anime, ping pong, snowboarding, traveling, and the occasional extreme sport. |
Kiss the Chef Developer: Funplus Release Date: June 2016 Platform: iOS Accomplishments:
|
|
Hitman Developer: IO Interactive Release Date: March 2016 Platform: Windows, PS4, Xbox One Accomplishments:
|
|
Creatorverse Developer: Linden Lab Release Date: September 2012 Platform: iOS, Android, Windows, OSX Accomplishments:
|
|
Life in the Dorms Developer: Moment Games Release Date: September 2012 Platform: Xbox Live Indie Games Accomplishments:
|
|
Ravenskye City Developer: 6waves / LOLApps Inc. Release Date: October 2011 Platform: Facebook Accomplishments:
|
|
Ravenwood Fair Developer: 6waves / LOLApps Inc. Release Date: October 2010 Platform: Facebook Accomplishments:
|
|
Office DisOrders Developer: Moment Games Release Date: January 2010 Platform: Xbox Live Indie Games Accomplishments:
|
|
Star Wars: The Force Unleashed Developer: Lucasarts Entertainment Company Release Date: September 2008 Platform: Xbox 360, Playstation 3 Accomplishments:
|
|
Thrillville Developer: Lucasarts Entertainment Company Release Date: November 2006 Platform: PSP, PS2, Xbox Accomplishments:
|
|
Nicktoons: Battle for Volcano Island Developer: THQ / BlueTongue Release Date: October 2006 Platform: PS2, GameCube Accomplishments:
|
|
Nicktoons: Unite! Developer: THQ / BlueTongue Release Date: October 2005 Platform: PS2, GameCube Accomplishments:
|
|
The Urbz: Sims in the City Developer: Electronic Arts Release Date: November 2004 Platform: PS2, XBox, GameCube Accomplishments:
|
|
The Sims Bustin' Out Developer: Electronic Arts Release Date: December 2003 Platform: PS2, XBox, GameCube Accomplishments:
|
Moment Engine Built upon XNA, the Moment Engine has been used to create interactive storytelling experiences on the Xbox 360. The Moment Engine consists of:
[Moment Engine Details] |
|
Office DisOrders Office DisOrders is a game created using Microsoft XNA for the Xbox 360 and released on the Xbox Live Marketplace. Office DisOrders is a satirical simulation game, spanning 5 working days, where you must maintain a good work life balance while confronting everyone's greatest fears about working in the corporate world: reorganizations, promotions/demotions, layoffs, busywork, bailouts, and outside consultants. [Official Website] [Download from Xbox Live] [Download Windows Trial] |
|
Nibbles Extreme Nibbles Extreme is a game programmed in DirectX 8.1 using Visual C++ .Net. The basic concept of the game is the same as the original Nibbles. The player controls a snake and attempts to consume as many items as possible without colliding into walls or itself. The difficulty occurs because each item consumed causes the snake to grow in length. Nibbles Extreme not only takes the traditional game of Nibbles into the third dimension, it also adds many new features as well, such as moving objects with realistic bouncing physics, the ability to dig and jump, and dynamic camera movement. Nibbles Extreme was developed during the summer in a month and a half. It is still under development and future capabilities include more multiplayer options, real-time reflections and lighting effects, items and terrain that affect the movement characteristics of the snake, and a level editor for the easy creation of new levels. [Download] [Source Code] [Screenshots] |
|
Building Virtual Worlds Building Virtual Worlds is a class taught at Carnegie Mellon University centered around creating interactive virtual experiences using a head mounted display. The virtual worlds are created using a tool developed at Carnegie Mellon University called Alice. During the class, scripters, modelers, painters, and intangibles are grouped together to work on five two-week projects exploring the limits of the medium. As a scripter, I programmed the worlds using Java, Python, and the Alice scripting interface. Each world went through the entire development process from idea conception to implementation. [Project Descriptions] |
|
The Silver Lining Prototype User Interface This program demonstrates the user interface designed for the The Silver Lining, a fan made sequel to King's Quest. The idea was to have a rotating ring of flame with selectable items. When an item is selected which includes subitems, a secondary ring of flame appears with the subobjects available for the selected item. The flame ring was done with a particle system using animated textures. When the flame ball is not selected it shrinks down to a small ball until the user clicks on it again. This prototype provides a proof of concept for the user interface. [Download] [Source Code] |
|
Cloud Generation Wizard The Cloud Generation Wizard was a tool I programmed while interning at Evans & Sutherland. The Cloud Generation Wizard was used to model realistic realtime clouds using particle systems. The program allowed the user to create best fit axes in three directions, generate different cloud layers, and modify cloud density. This tool allowed for the particle system associated with the cloud to have a more realistic and natural looking shape than a computer generated set of particles. |
|
Neural Network Simulator The Neural Network Simulator is a program to allow for the rapid visual prototyping of neural networks using a graphical user interface. Neurons, stimulators, and recorders are placed in the workspace using the mouse. Connections are formed by clicking and dragging between neurons, stimulators, and recorders, and properties of each primitive in the network can be modified by right clicking on the primitive. This program was created using Visual C++ during an independent study that lasted two semesters. The Schmajuk-DiCarlo backpropagation model was implemented and confirmed using the Neural Network Simulator. [Download] [Source Code] [Paper1 | Paper2] |
|
JFLAP - Java Formal Languages and Automata Package JFLAP is a package of graphical tools which can be used as an aid in learning the basic concepts of Formal Languages and Automata Theory. During my summer working with the Duke University Research in Object Oriented Languages, I added the ability to perform conversions to and from regular expressions and finite state automata. I also worked on Pâté, a visual and interactive tool for parsing and transforming grammars. I programmed a novel visualization for showing the parse tree for context free grammars. [Download JFLAP] [Download Pâté] [Publication] |
|
HyperReader HyperReader is a speed reading program created in Visual C++ using MFC. The goal is to incorporate several speed reading methods into one program to allow users to discover the most appropriate speed reading methods for their needs. It includes five speed reading methods: Rapid Serial Visual Presentation, South North Scrolling, Ticker-Tape, Teletype, and Window. The idea spawned from an idea presented to me by a professor. [Download] |
Getting Started
Freeplay 2010 August 14, 2010 Melbourne, Australia |
|
Getting Started with XNA
Freeplay 2009 August 14, 2009 Melbourne, Australia [Download] |
|
Critical Thinking About Video Games
The Age VCE and Career Expo 2009 April 25, 2009 Melbourne, Australia [Download] |
|
Reinventing The Game: The Future of Games in Australia and the World
iDEF Develop Symposium and Industry Showcase November, 13, 2008 Melbourne, Australia [Download] |
A Dice Game in Third-Person Augmented
Reality
Richard Colvin, Ted Hung, David Jimison, and Ben Johnson Second IEEE International Augmented Reality Toolkit Workshop, October 2003 |
Increasing Visualization and Interaction in
the Automata Theory Course
Ted Hung and Susan H. Rodger Thirty-first SIGCSE Technical Symposium on Computer Science Education, p. 6-10, 2000 |
Email tsh@alumni.cmu.edu Location Berkeley, California USA |