Ian Ooi

Computer Science · Game Design

contact@ianooi.com

About Me

I am a game designer, computer scientist, and game developer, with a fondness for both the realistic and abstract visuals that can be produced by computers. I recently completed my Master's thesis in Computer Science at Rensselaer Polytechnic Institute as part of the co-terminal program, a 4+1 bachelors and masters program. My undergraduate degree is in Computer Science with a dual major in Games and Simulation Arts and Sciences. My research focused on physics-based animation of a humanoid character, as described in more detail here. Other areas of interest include non-photorealistic rendering, realistic lighting techniques, landscape and city generation, participating media, and hardware acceleration of graphics techniques.

Game Design

My game design interests are varied, but I tend to create games with short storylines that incorporate an interesting visual effect, usually with puzzle-based or competitive games with very little story. I enjoy incorporating non-photorealistic techniques into games, such as the watercolor effect used in Mar. In past situations, given a game project to be completed, I have found a way to make the project something I enjoy and will be proud of, whether the genre, style, or type of game is something I normally play or not. One of my ambitions is to create an MMORPG, though I also aspire to work on a competitive game and short story based titles.

Outside of Work

Outside of work I am an avid martial artist and have practiced Tae Kwon Do, Eskrima, and most recently Capeoira. Additionally I amuse myself with origami, playing music on flute and piano, and fiddling with various code projects. I am also a gamer, playing League of Legends consistently, though I have in the past played numerous MMORPGs such as FlyFF, Cabal, Rappelz, Megaten, Lord of the Rings Online, and Guild Wars 2. I have also played a fair share of Team Fortress 2 and Terraria, and made my way through a number of single player games, my favorites of which include Spyro the Dragon, Jak and Daxter, Mirror's Edge, Antichamber, Limbo, Borderlands, Thomas Was Alone, and Dishonored. The list of games I like and have played is constantly growing and changing.
  • Education
    • Rensselaer Polytechnic Institute (expected graduation date Spring 2016)
      • Computer Science M.S.
      • Computer Science B.S.
      • Games and Simulation Arts and Sciences B.S.
    • Honeoye Falls-Lima HS (graduated June 2010)
  • Work Experience
    • FactSet Charting Team Intern (charting infrastructure for desktop applications)
    • Nvidia Corporation Software Engineering Intern (CUDA Tools)
    • Rensselaer Center for Open Source: Open source application development
    • Junior Engineer at Deadmans Productions: Web application and game development
  • Programming Languages
    • C++
    • C#
    • C
    • Python
    • JavaScript
    • GLSL
    • Cg
    • PHP
    • Tcl
    • Haskell
    • Matlab
    • Java
  • Libraries/Technologies/APIs/SDKs
    • OpenGL (Most familiar with 3, inexperienced with compute/tesselation shaders)
    • Direct 3D (DirectX 11)
    • OpenFrameworks
    • WebGL
    • CUDA
    • GLFW
    • pygame
    • Android SDK
    • LaTeX
    • HTML
  • Software
    • Unity 3D
    • LaTeX
    • Maya
    • GIMP
    • Blender
    • Audacity
    • Vim
    • git
    • Perforce
    • gcc/g++
    • clang/clang++
    • gdb, cuda-gdb
    • valgrind
    • nvcc
    • Linux (I have previously used Ubuntu, Linux Mint, OpenSUSE, Fedora, and ArchLinux systems)
    • Windows
    • Visual Studio
  • Computer Science and Programming Experience
    • Physics-based character animation
    • Cloth simulations
    • Fluid simulations
    • Ray tracing
    • Photon mapping
    • Real-Time Hatching (Hoppe et al)
    • Example-based texture synthesis
    • Watercolor rendering
    • Front-end web development
    • Web application development
    • Machine learning techniques including the perceptron, order transforms, data normalization, and neural networks
    • Computer vision techniques including feature detection, matching and object detection, color correction
    • Matting
    • Match moving
    • Web game development
    • Android game development
    • OpenGL and Direct3D drawing
    • Polygon triangulation
  • Game Development Experience
    • 2D/3D physics
    • 2D/3D rendering
    • Lighting and shading
    • Image/Screen-space effects
    • Level design
    • Mechanic design
    • Particle systems
    • UI/Overlays
    • Narrative/Writing
    • Basic environment and terrain modelling
    • Basic character modelling and rigging
    • Basic initial concept art
Note: All games produced with a group unless otherwise noted.

hmm. apparently that was NOT actually the efi partition. how exciting.

on the bright side I am now more familiar with how efi and dual booting with newer windows versions works.

i have sinnedand i have since had to reinstall my os several timesthrilling
Sep 25, 2016
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I’m playing with GameMaker because it was cheap in the HumbleBundle and there’s no user defined functions? Why you do this? I mean I get that it keeps the language complexity etc. down and you can sort of do it by calling a script from another script but still…

gamemakergame development
Sep 11, 2016
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visualizationolympicsflowingdata
Aug 08, 2016
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Gah, I still can’t get solid testing for safari. Oh well, I’ll just have to keep searching. I thought I had more friends with iphones but I guess not. Maybe the apple store will let me test drive.

Aug 08, 2016
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There’s some sort of compatibility issue that I don’t know about for iPhone Safari and Chrome and I think desktop Safari that’s preventing my webgl code from drawing. Hmm, I’ll have to find a friend who’s willing to be my tester for a few hours or something.

webglcompatibilitywebdevweb developmentjavascripti thought it was array.from because that was a problem before but i think i fixed thatso apparently i have more errors or non-cross-browser functions that i'm using
Jul 14, 2016
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So I fixed one problem, but it still squishes.  It just squishes slower now.  Aaaaggggggghhhh.

The problem was that I wasn’t normalizing my input vector for axis/angle rotations.  Well, a problem.

Jul 02, 2016
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I’m not sure why but if I use my code to rotate a cube for over an hour, 10 degrees at a time around the axis [1, 1, 1] then it eventually becomes a flat hexagon.  I thought that my basis vectors were becoming un-normalized in one of my operations over time due to float error but it still seems to happen.  Grumble.

Jun 29, 2016
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ianooi.com

Posting tons of things today.  Tests for my current implementation of a simple scene graph, mesh object, material object (minus textures), transforms, and simple rendering working so far.  Todo list:

  • Textures (with mipmaps, specifically custom mipmapping and default mipmap generation available)
  • Lights (object storing values with utility functions to set appropriate uniforms on a particular material)
  • Camera class
  • [Future, i.e. it’ll happen someday as a reach goal] Deferred shading pipeline
  • [Future] port projects to webgl for live demos
  • [Future] Game engine features (some basics like adding scripts to objects, a default method of handling updates, time, and of course some physics interaction libraries. hope to eventually have ray tracing/photon mapping/general simulation methods in a separate library)
  • [Future] Create namespace to avoid conflicts with other libraries
  • [Future] Javascript performance tests and optimization (doesn’t seem to be a big deal right now but should test with large numbers of things in the scene. I don’t really know javascript well enough to know about optimizing it, I might be doing some dumb things)
javascriptdemowebglpersonal projects
Jun 16, 2016
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And now I realize that my stylesheets on my personal site completely mess up lists in embedded tumblr posts. Darn it.  I guess I’m playing with CSS today.

csshardshiplife is hardship
Jun 16, 2016
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Warwick Rework Idea

Concept:

You are the alpha wolf, you’re leading your team around the map, howling and charging after enemies, while scenting out prey to catch.

Abilities

  • Passive - Blood Hunt: When Warwick damages a target, he takes their scent debuffing them with Hunted. Warwick heals for every auto attack against a Hunted target, gaining red-trinket vision of Hunted targets, and dealing bonus damage.
    • You don’t gain full vision, you gain red trinket vision (can see location, but not targetable by allies)
    • WW can target enemies who are affected by Hunted, allies cannot
  • Q - Maul: Dash a short distance to an enemy, slashing all nearby enemies on arrival and healing for a percentage of the damage dealt
    • distance is somewhat like a bear stance on udyr
    • targeted but can be dodged similar to a Fizz Q
    • slash all enemies nearby on arrival
  • W - Leader of the Pack: You and allied champions attack speed relative to the number of hunted enemies in a range.
  • E - Scent of Prey: Passive: Gain movement speed when following a Hunted target.  Allied damage on a target marks them with Injured for a few seconds.  Active: Take the scent of nearby Injured champions in a medium-large range, gaining Blood Hunt and giving nearby allies the benefit of the passive (movement speed towards Hunted targets).
    • Injured champions are champions which have recently taken damage from you or an ally (similar to the Jhin W)
    • Possibly have a limitation similar to Stormraiders, only marks as injured if you deal 20% of their health in under 2s.
  • R - Infinite Duress: Blink to a target enemy, suppressing them and knocking nearby enemies down.
league of legendschampion reworkwarwick
Jun 16, 2016
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