Tuesday, June 27, 2017

Lantern Sketches (Oculus Launchpad Week 1)

(crossposted from the Oculus Launchpad Blog!)

Week 1 - Lantern Sketches

Hello fellow creators!  I had super fun attending the Launchpad event and meeting with you all!  The weekend was much more than I could ask for, and the shared community was so supportive of everything VR.

While the project proposal exercise did help me come up with some core concepts that I would like to explore--mainly 'Meditation' and 'Boating', the mentor-ship and lunches and evening talks that I had with launchpad friends have inspired me to shift the perspective on my project to tell more personal and intimate story.

My goal with the project Lanterns, is share a cultural experience in an interactive VR game-- the Lantern Festivals!  I have been inspired by the lantern festivals of China, Japan, and just recently found out about the Rise Lantern festival in the Mojave.  These are gatherings where thousands of lanterns are released, into the sky or on water, and are meaningful in different ways to each culture.  I want to capture the awe of sitting in in the midst of a sea of lanterns!

My hope is to not go overboard on scoping the project, as creating in VR is still new, but there's so much to experiment with~

This week I did some conceptual drawings of the experience:

The plan is to still do a boat ride for the player, with consistent movement and some slight leaning control.  The lanterns will be released into the river alongside the player at the start, and the journey downstream will be interesting as some lanterns will need the player's help getting unstuck from natural obstacles!

The water lanterns eventually transcend into sky lanterns, and you will be taken on a spiritual journey into the clouds.

I'm really looking forward to creating this into a VR game, and following the progress of your projects, too!

Andrew Dang

Tuesday, June 13, 2017

New DIY Standing Desk with IKEA parts

IKEA DIY Standing Desk (2017)

FINNVARD trestle with shelf
BEKANT table top

~200 USD

This is a standing desk design I put together back in March for the office.  The Finnvard trestles are adjustable height, and used in combination with your choice of Capita legs, will allow you to tune the desk to suit you.

I was also able to fit my large desktop PC on the floor going sideways (so the case window is in full view).

Build order:
- Put together both Finnvard trestles
- Attach the Capita legs to the Finnvard (the legs will be upside down)
- Adjust the height
- Lay the Bekant table top on top!

*Be careful about placing too much weight on the desk, as it is not supported by a cross beam.

DIY Standing Desk With IKEA Parts (update)

IKEA DIY Standing Desk (2012) 

Here's some new photos of my old standing desk, with a bigger desktop and more monitors!  I finally had the chance to upgrade my computer.  Another change I made was remove one of the bookshelf dividers to make a bit more room. 

This is a desk I had originally built in 2012, so some of the parts may be more difficult to find nowadays.

List of Parts and provided height:

2x EXPEDIT 2x2 Shelves (36")
1x VIKA AMON Table (1 3/8")
1x CAPITA Legs (set of 4) (8")

The desk totals to 43 3/8", but probably sits a little shorter as it digs into the carpet.

Old pics:

Wednesday, April 19, 2017


Monday, January 23, 2017

SubVival - GGJ 2017 San Jose

This year I only got to spend a portion of my weekend on the game jam.  Luckily my team was understanding and found some ways for me to help out with 2D art.  We created a submarine survival game called SubVival.  Check it out here

A map I put together for sonar:

Some art put together by our teammate Justin, with my sprites in the background!:

and a screenshot:

Tuesday, November 15, 2016


At the end of October we launched Interfectorem on and on Steam.  It's a bit of a milestone for me, as its the first launched title that I've been heavily involved in through to its release.
The Game Cover (by Reimena Yee)

I'd like to just write a bit about the overall development here, so I'll link to its store pages for those looking to check out the game:

I started tracking hours starting about a month into development, and ended up with 352.5 tracked hours between mid-June and beginning-of-November.  If I had to guess, I'd say the total time spent on my end as a Unity developer would be a little over 400 hours.

Luckily, we found a great adventure game engine on the asset store (Adventure Creator) which helped us jump immediately into the game creation.

I had a lot of fun working with the team of Girls Make Games students.  Especially with Izzy, who wrote and rewrote the script, asking for constant feedback.

ArtistReimena Yee
MusicJon Peros

Wednesday, September 21, 2016

The Non Update Update

The past year and half have been tough with experiences of love, loss, and much so that, coming out on the other side of it I must (not-so-subtly) mark a shift in tone.  Nothing too serious, nor too exciting.

It's 2016 and I'm 20 and 5 (6 if you're counting old-fashioned Chinese).  A quarter century old.  It only feels right to bookmark this as an ending of a chapter in this life--and the beginning of the next one.  Of course, there's never quite a finite ending in continuous time, so here are the sketchbooks I'm filling up and stashing away at the end of the year.

Nothing signals the end of an era like the upgrading of a computer!  I got a deal on a bunch of older parts from a friend and rebuilt his "Beast", set up in my corner here:

A list of the games I remember playing in this time gap would be interesting to look back on, so:

Metal Gear Solid 3

Metal Gear Solid Peace Walker
Metal Gear Solid 4
Metal Gear Solid V
StarCraft 2: Legacy of the Void
Dota 2
Diablo 3
Dark Souls
Pillars of Eternity
Darkest Dungeon
Endless Legend
Hyper Light Drifter
The Witness
Invisible, Inc.
Splinter Cell: Conviction 
And more...

I had the most fun and thoughtful time with Metal Gear.  It was particularly touching to play through these four installments of Metal Gears, and seeing the message Kojima had on the death of loved ones, and the way it changed throughout the years.

So, that's it for the nothing-to-update-on post.

Cheers, to the years to come...

Wednesday, July 15, 2015

Red Dress and Pixels

Sat down and drew an outfit with my favourite brush, the oil pastel preset that came with loish's set!

Plus a bunch of pixelated art from the last couple of months:

Sunday, March 8, 2015

Lunchtime with ¤┤▓ ■ and Friends - GGJ 2015 Melbourne

I did this years Global Game Jam in Melbourne, Australia!!

The theme this year was 'What do we do now?"  We formed most of our team with Melbourne developers!!  Liam and Ngoc volunteered at our Girls Make Games Melbourne camp, and it was a blast wrapping up camp with some hard earned gamedev time.

I did some of the UI art (logo, instructions) and all of the props and switches.  Ngoc worked on all of the awesome characters and the backgrounds!

The gameplay is Lunchtime is based around scoring points by performing a given action, like "Kick the Red Ball" However, the rules can be changed by the players!  Noun and Verb switches spawn around the map, which can be triggered by players to change the rule.  "Kick the Red Ball" can become "Grab the Blue Ball", or  "Do NOT Kick the Red Ball"

Lunchtime is available to play here, on the GGJ website!

Ngoc's character drawings for the game!

About the Game: 
It's lunchtime! Hershel, Wendy, Shradha, and ¤┤▓ ■ have some time to kill out on the playground, but they only find a rundown ball court to play on (sensei said "no video games!"). Kick, Tag, Grab, and Change the Rules to conquer the playground!

Team Lunchtime
Louise Chan - Producer
Ali Dale - Producer/Designer
Andrew Dang - 2D Artist/Designer
Ngoc Vu - 2D Artist
Ish Syed - Team Leader/Programmer
Bill Kalominidis - Programmer
Liam Parker - Programmer

Special Thanks to

Chris O'Neill - Audio
Aaron Edwards - Audio

Our Team Picture by Ngoc Vu (@nosewhistle)

Wednesday, December 17, 2014

Ludum Dare #31 - Iaido

After missing out on the last Ludum Dare, I got to participate in this one!  Still, didn't get to put the entire weekend into my project, but I got to try out using Game Maker Studio (ran into a lot of newbie problems), and put in about 12 hours in total.  = (

I didn't realize until too late that it would cost me to build an HTML5 version of the game, so that ended up costing my wallet.

Sorry about the rough edges!

My goal this time around was to create another slightly meditative experience.  Iaido has more action than my previous entry, Bubble Bubble Bubble Pop.  My initial thought was to create a huge animation cooldown at the end of every attack, but I wasn't able to pull that off (the controls weren't rewarding and just felt like the game was holding you back).

I would like to revisit the game and build an exciting and rewarding combo system.  It feels like with the right changes the game could have a rhythm and test your reaction skills.

The LD31 page for Iaido

Web version of the game

Saturday, November 8, 2014

Spell Stealers Board Game

Been working on this board game for a while with my friend Greg Santo!

It's a simple but fun die-rolling game where you can steal your opponents' rolls!  Here's what the board and tokens look like!  I had a lot of fun designing the characters and illustrating a full game board.  Please back it!!

Friday, October 31, 2014

Halloween 2014

Didn't get to dress up this year, but here's a costume from my head

Wednesday, September 24, 2014

2014.08-09 sketchdump

August and September sketches and drawings, all in different stages.  I'm still heavily experimenting with brushes and brush settings.  Something still feels a bit off on my marker brush.  I've been warming up to round brushes though!

Monday, September 8, 2014

PAX Prime 2014 - Penguemic and Tournaments

 Penguemic Booth at PAX Prime!  We met so many penguin fans, and sold all of our t-shirts!
Educational Game Space with Machineers and Universe Sandbox 2

As usual, I spent half my time in the tournament room, competing in Towerfall, Tetris Attack, Tumblestone, and Diddy Kong Racing.  I made top 8 in Towerfall, and top 6 in Tumblestone!  Everyone was so good at the games.  Some Towerfall players busted out 'dodge canceling'.  It really caught me by surprise >>--->

I wish I had practiced more for Diddy Kong Racing, though.  I was embarrassingly bad at it, having not played in years.