I'm Justin, and I grew up in Redwood City, California with a huge passion for video games. Ever since I was a kid, I always wondered what kind of work, creativity, and time gets put into a high-end video game.
I am deeply interested multiple aspects that are arguably the backbones of video games. These interests include: art (character art, concept art, and game effects specifically), story (narrative, storytelling, plot development, and character development especially), and design (concepts, QA testing, level design, user interface, and user experience).
I have grown my skills in such areas that I am interested in, through practice in using industry-level software, such as: Adobe Illustrator and Photoshop, Unity, RPG Maker, and a little bit of Maya.
In terms of writing, I think that a game's plot/lore can be the most fascinating and strongest features. With that, it is an extremely important, and engaging side of game design.
I enjoy working in teams, and I happen to cooperate well. I can work under pressure, and I can manage myself when working with difficult clients.
I hope to become an influential part of a design team that is amidst creating and developing well-known (and possibly large) titles.
Gravidie is a puzzle-platformer game that I introduced as an idea in 2014, and worked on in Unity during 2015. The project has been untouched for a while, but I went back to re-design, re-create (through art and narrative), and re-develop. I am the only person working on this game.
For the project (currently titled) Time Is Not, I been contributing as an artist (specifically as a concept artist), and as a member of the narrative team. I help come up with visual ideas for mechanics, enemies, elements, etc. I aimed to propose ideas, or help formulate new ones.
For this project, I played a couple of roles. Specifically, I was contributing in design and art. I created things like textures for the walls, grounds, and outer-world that was used to tie everything up nicely in terms of aesthetics. I also helped concept and formulate/finalize design choices.