
VANCHYYDOM WELCOMES YOU
INTJ + Game Designer+Asset Creator
Hi! I'm Vanchyy, a game developer, asset creator, and video game content creator on Bilibili and Youtube. Driven to create imaginative games and assets that bring my ideas to life. I'm currently enrolled in the Master's program of Game Science and Design at Northeastern University. I'm skilled in Unreal Engine 4, Unity, Blender, Procreate, and Aseprite. Check out my works below or learn more about me on LinkedIn. Thanks for visiting!
Highlighted Game Project
Click on the tiles to learn more about each project.
Smurfing the Cybernet
UE4, BluePrint, Led Design, PM, Programmer
Meow Meow Survivor
Unity 2D, C#, Led Design, PM, Programmer, 2D Art + Animation
"Smurfing the Cybernet" is a 2D shooter developed on Unreal Engine 4, concept is based on the cyberbullying phenomenon and takes inspiration from social media, meme culture, gaming culture, and dating apps.
Meow Meow Survivor is a Roguelike bullet-hell avoidance survivor game that combines simulation management gameplay.Artificial intelligence lost control and began to rule over Blue Star. Players must cooperate with the Meow meows, reconquer various areas, and seek the help of the once-worshipped deities.
Unity 3D, Blender, Led Artist, Level Designer, Character Designer
Introducing a dynamic fusion of turn-based and real-time strategy elements! In this game, players have the freedom to maneuver their characters and strategically plan their moves during rounds, influencing the outcome of turn-based actions. Success hinges on precise timing as players must seamlessly shift between turn-based and real-time modes to emerge victorious. Challenge yourself across various difficulty levels as you master this unique gaming experience.
Code KAKA
My games
Weight Loss Simulator
UE4, BluePrint, Independent Developer
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Inspired by Body Shame and Related Health Concerns
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Food and Workout Planner
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Short-term & long term Feedback on Progress
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Data Table & Data Structure
Cycles(Gamified MBTI Assessment)
UE4, BluePrint, PM, Programmer, LedDesign
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A Gamified Version of the famous MBTI Assessment
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AI behavior tree-based dialogue and choices system
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Tap-tap mini-game
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Research on personality theory on player choice and behavior
Cramp
UE4, BluePrint, Blender, CC3, Independent Developer
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First-Person Horror Story Adventure
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Tic-Tac-Toe Mini-Game vs. "AI"
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Reusable Password Check
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The Chaser
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Memory Card, Jig-Saw Puzzle, Candle Puzzle
2023 GGJ Seedventure
Unity, Blender, 3D aritist, Character Design
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2023 GGJ themed in "Root"
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2D platformer with 3D assets
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An adventure of seeking identity and freedom
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Complete a 2D platformer game from scratch with a team of 4 in 3 days.
My Assets Creation













Miscellaneous:
Video Game Content VIdeo Creator on Bilibili:
This is my bilibili page where I post fanmade videos of game and in-game home system design. Including works for Moonlight Blade and Dragon Raja.
The in-game features allows players freely design their "Home system" level, offering meshes and other scene components. This was how I tried level consolidation before learning any game development engine.
Video Game Content VIdeo Creator on Youtube:
MidJourney AI Artist
MidJourney AI BlindBox Collection














Research:
Firearms and Knives Detection Model for the Automatic Surveillance
Abstract:
Public safety and the safety of residents are prominent issues around the world. How to efficiently and quickly identify dangerous items such as knives, revolvers, bombs and assault rifles in public has become an issue that many countries attach importance to. Aiming at the problems of low efficiency of traditional manual security inspection and inaccurate classification of items, this paper proposes a method of image recognition for dangerous goods detection based on transfer learning by convolutional neural network. First, use flip, rotation, Gaussian noise and brightness transformation operations to expand and preprocess the acquired images of five types of dangerous goods to obtain a dangerous goods image data set. This paper uses an improved model based on CNN for recognition training, sets a suitable learning rate to speed up the training of the model and enhance the recognition ability. The final recognition accuracy of the built model reaches 72%, and the model has a high accuracy for the recognition of dangerous goods. It can also provide a reference for the precise classification of other items.
Evaluating User Experience Consistency among Different Gameplay Systems in Assassin’s Creed Odyssey
Abstract:
Assassin's Creed Odyssey is the eleventh major installment in the series. The game’s background was set in the Peloponnesian War between Athens and Sparta from 431 to 422 BC. It transited the franchise from a classic action adventure with a stealth focus into a full action role-playing game with a hybrid gameplay, which integrated a large number of RPG elements (e.g. levels, gears, and skill tree) and multiple gameplay systems (e.g. Ikaros' view and naval combat) into the traditional action-adventure genre. Besides stealth and assassination, in Odyssey, players can also be a captain to command a naval battle or be an eagle to scout in the air.
To help us evaluate the usability consistency in different gameplays, we followed the think-aloud protocol, which asked candidates to verbalize the thoughts that come to their mind while performing specific in-game tasks.
How and in what ways can playing Journey, a duo casual adventure game, assist general players in their emotional maintenance?
Abstract:
Playing games can more or less influence people’s emotions in both positive and negative effects. Recent research has proved that some games may have effects on players with healing depression and other mental health issues. However, the number of research on specific games’ elements and effects on maintaining general video gamers' mental state is limited. Thus, this research will focus on one specific game and conduct how and in what ways does this game influence emotional maintenance for its general players using the content analysis method. This paper will pick a game called Journey and the research structure are as follows: first, the report will briefly introduce the topic and review the previous research, next we present our research method detailedly from grounded theory to data analysis followed with the summarized ways: the first is to build confidence by desensitizing with difficulties in reality, next is to gain different perspective through game world, and finally players can vent emotions through connections with other players. Finally, we will review our work and discuss the results and the work that can be improved in the future.
The influence of graphic elements on players'in-game decision making
Abstract:
Nowadays, games and other media (including fiction, comics, and movies) frequently feature violent themes since violent action is a simple but dramatic way to settle a conflict(Schell, 2008). A violent-themed story adventure mini-game is explicitly designed for this research. First, we designed a between-subjects experiment where participants were randomly assigned to play the text-only or with-image versions. We then ran a t-test to test our hypothesis and analyze the data and rationale of the player's decision and graphic elements. This is followed by the summarized findings that graphic elements can work as direct feedback to players' input, help with players' understanding, and focus on the game's core problem-solving.