James Feng

I'm a recent graduate of Rochester Institute of Technology with a Bachelor of Science in Game Design and Development. While I once found large problems overwhelming, I've learned to approach challenges by breaking them down into smaller, manageable parts and solving them step by step. This mindset has strengthened my confidence in tackling complex issues by researching new topics and continuously expanding my knowledge to develop effective solutions. I'm eager to work on projects that push me to think critically, grow my expertise, and contribute to building and scaling impactful solutions. Currently, I'm seeking opportunities in backend development and software engineering.

Resume

Web Projects

VodTTV

  • Team Size: 1
  • Type: Website
  • Skills: React, Express.js, HTML, CSS, JavaScript
  • Tools: Visual Studio, Github

VodTTV is a website designed to streamline the process of browsing through Twitch VODs. Unlike Twitch’s limited filtering options, which only allow sorting by the latest and most popular content, VodTTV introduces more search and filter functionalities. VodTTV allows users to search VODs by title, filter by latest, oldest, most popular, year, month and reversing the order of VODs. These features collectively enhance the user's ability to find desired VODs efficiently, offering a more pleasant and effective browsing experience. The website is responsive to different resolutions.

Details Web Page Frontend Backend

BattleBit

  • Team Size: 1
  • Type: Landing Page
  • Skills: HTML, CSS, JavaScript
  • Tools: Visual Studio, Github

Landing page for the game BattleBit Remastered. I worked towards creating a standard landing page found in the games industry. The page looks to express action, scale and strategy that can be found within the game. Also to communicate the importance of community and the ways one can participate. By making their own server in the game or connecting with BattleBit Remastered through various social media platforms. The landing page provides a responsive experience across various devices and screen sizes.

Details Web Page GitHub

TravelGen

  • Team Size: 1
  • Type: Website
  • Skills: React, HTML, CSS, JavaScript
  • Tools: Visual Studio, Github

A website for discovering travel destinations. Travelgen randomly selects a destination from a json file and fills the page out with its name, image and a google maps url. The json file contains 212 destinations and more can be easily added to expand the database. Users can create custom travel list. These lists can be saved and shared by exporting the list as a json file and then importing them back in through buttons on the site.

Details Web Page GitHub

Game Projects

Sandbox Battlefield

  • Team Size: 4
  • Type: Autobattler Game
  • Skills: C#, UI Design, Game Balance
  • Tools: Unity, Visual Studio, Github, Trello

Developed in a production studio course, my role on this team was programming focused on the game's shop and game balancing. I learned to make UI utilizing Unity's UI system. By taking feedback from external and internal playtest, I was able to iterate on the shop's UI and functionalities. The feedback I got from the first major iteration of the shop was that it felt like too much was going on, hard to follow, not intuitive and too much reading to do. The unit purchasing screen became a scrolling shop interface. Less cards are now on the screen at once and it allowed for the size of unit cards to be increased. This size increase enabled me to add the stat information to the front of the cards and get rid of the flip card functionality. Then I requested for art assets to replace stat text, such as "health", to reduce the amount of reading required. The ability purchasing screen became a toybox inventory of purchased units where you can clearly see each unit that was bought. Instead of having purchasable ability cards, having an upgrade button on the purchased unit makes for better association between the unit and its specific ability. Although there is less information about abilities, the ability names are pretty self explanatory and I opted for a play and learn experience for the player that fits with the theme of playing with toys in a sandbox. Overall making the shop's flow more streamlined for the user. Lastly, I made tool tips on the upgrade buttons to show the cost and ability names. Balancing units and abilities was a mixture of playtesting, and using a spreadsheet to find values that made people feel each unit served a purpose while the game's difficulty increases.

Details Game Page

An Encroaching Sickness

  • Team Size: 5
  • Type: Skyrim SE Mod
  • Skills: Level Design
  • Tools: Bethesda Creation Kit

An Encroaching Sickness is a Skyrim quest mod made for a modding class. My role in this team was designing and building a level. I learned how to use Bethesda's level editor in order to do this. The goal of the level is to have the player explore and fight enemies in order to collect ingriedients to complete the quest. I placed rocks, dirt, vegetation and other environmental objects to try making a cave that looks as natural as possible. Using props, I tried make rooms that communicated the narative and theme of the mod. Some rooms were meant to look like they had been attacked by monsters and others to look lived in but showing the scarcity of personal items that belong to the sick people living within the cave. In addition, I included a few mini environmental narratives for the player to discover. Such as a couple's skeleton holding hands hidden away in a corner of a room behind piles of firewood, suggesting they were hiding from the monsters in the cave until they passed away.

Details Game Page

Blob Blob Game

  • Team Size: 4
  • Type: Puzzle Game
  • Skills: Level Design, Game Design
  • Tools: Unity, Visual Studio, Github, Trello

Blob Blob Game is a 2D game about controlling blobs to solve puzzles. This game was originally a class project but we decided to continue working on it over the course of the summer. In this team I communicated with team members to conceptualize mechanics to include in the game. My main role was making levels and testing our mechanics for bugs since I was experimenting with mechanics the most. I tried to create easy to difficult levels. When all the levels were finished, I went back over them to reorganize the levels so that the player learns mechanics and the various ways to work with them in the order we want them to. In addition, for the levels to progressively get more difficult but have some easier levels in between to prevent the player from feeling constantly stuck. For this project I learned how to use Trello for better team organization, tasks prioritization and distribution.

Details Game Page

Contact Information