Yikai Han

Portfolio

Mech Arena

Role: Producer, Gameplay, Network, Tools | Nov 2018
VR Unity BVW Course

Mech Arena is a game for two guests to control robots to fight against each other on Oculus Rift platform. In the game, guests stand in a cage-shaped cockpit, and with a virtual control panel in it guests can make their robots attack, defend, gain energy capsules, and avoid traps on the ground.

This game was finished within 3 weeks in a team of 5 during the Building Virtual Worlds course.

  • Implemented a robust gameplay system based on a prototype.
  • Designed and implemented networking part of the game.
  • Proposed a universal combat system and a tool to edit the time sequence for combat animations and effects.
  • Created an interactive tutorial and a naive robot AI for the tutorial.

The Last Stop

Role: Gameplay, Graphics | Nov 2018
VR Unity BVW Course

The Last Stop is a short interactive story of an afterlife world on HTC Vive platform. A guest acts as a soul that comes into the world for the first time and experience a series of amazing events together with an old soul to find out their reason to come here and protect their belongings.

This story was finished within 2 weeks in a team of 5 during the Building Virtual Worlds course.

  • Implemented the interaction with HTC Vive.
  • Applied realtime GI to the scene and implemented the sunrise scenario with realtime reflection and skybox adjustment.

October Babies

Role: Gameplay, Interaction | Oct 2018
Kinect Unity BVW Course

October Babies is a Kinect infinite-runner game for 1 or 2 players. The player uses their arms and torso, flapping and leaning, to control a stork delivering babies during the most dangerous time of all: Halloween.

This game was finished within 1 week in a team of 5 during the Building Virtual Worlds course.

  • Implemented the flapping and leaning interaction with Kinect and applied low-pass filter to reduce jittering.
  • Created a rule-based obstacle generator based on a 9-grid system and applied dynamic difficulty adjustment to it.

Scaredy Cat

Role: Gameplay, Interaction | Oct 2018
VR Unity BVW Course

Scaredy Cat is an interactive experience of helping a cat on HTC Vive platform. The guest need to observe the surroundings and figure out a way to help the cat get the food by solving a series of puzzles.

This experience was finished within 2 weeks in a team of 5 during the Building Virtual Worlds course.

  • Implemented the interaction with HTC Vive and HTC Vive Tracker.
  • Implemented the gameplay logic and the cat AI.
  • Implemented a soft cel shading shader for the cat.

Virtual Studio

Role: Interaction, Graphics | Nov 2016 - July 2017
AR Unity

Augmented Reality TV System Based on Multimodal Mixed Interactive Editing
Lan Jiang, Shuangjiu Xiao, Yikai Han, Lei Zhang, Hongfei Ma and Jiawen Wu, China Virtual Reality Conference (ChinaVR), 2017

Virtual Studio is a highly decoupled system based on Unity platform supporting interactive editing through sources from Kinect’s depth camera, recognized poses and voice commands.

  • Developed a screen composition mechanism between real and virtual scenes through video stream from Kinect’s depth camera and a DSLR camera, implemented by shaders concerning calibration and composition.
  • Created an event-based interaction system to decouple multiple interaction methods and high-level logic.

Tongqu

Role: Leader | Nov 2014 - July 2017
JavaScript PHP

Built with CodeIgniter, Angular.js, Bootstrap & Tam (our Assets Manager), Tongqu has long been the largest event platform in Shanghai Jiao Tong University featuring powerful event registration and management. Android and iOS Apps are also available.

  • Led the project team and the development of homepage.
  • Led the refactor trial of backend infrastructure with continuous integration and microservices architecture.

VRMaze

Role: Algorithm, Graphics | June 2017
VR Unity

VRMaze is the project for the course Introduction to Human Computer Interaction. We created a procedurally generated city and used it to produce a maze. The player needs to walk to the given destination with limited tips and a minimap in order to improve his/her memory and dimensional feeling. An advanced version with car driving is also available.

  • Proposed a road generation system based on a simplified L-System.
  • Implemented a method to generate road meshes for a huge road network.

Cobico: Reborn

Role: Gameplay, Interaction, Graphics | Apr 2017 - June 2017
VR Unity

Cobico: Reborn is the project for the course Game Designing and Programming. With the help of HTC Vive, this tower defense game allows the player to observe the battlefield on the tower, spawn units or participate in fighting in the virtual world. We created 3 levels with different goals and diffculties.

Our project was selected as one of the best projects in the course and we attended the 11th Software Exhibition of SJTU.

  • Implemented the core gameplay systems with 3 different levels.
  • Created an AI system that supports automatic combat among all the units. It contains features like unit spawning system, navigation system and realtime combat system.
  • Implemented cel-shading for all the units.

MeshMorph

Nov 2016 - Jan 2017
OpenGL

MeshMorph is the project for the course Computer Graphics. It is a mesh morphing demo based on modern OpenGL, which supports morphing between arbitary star-shape meshes, compositing particle dispersal and flame simulation through billboard and geometry shaders by frame buffer.


CURE Website

Role: Full-stack Developer | Sep 2015 - Sep 2016
JavaScript PHP

The CURE (Hui-Chun Chin and Tsung-Dao Lee Chinese Undergraduate Research Endowment) website is a comprehensive CMS website featuring the display of scholars and mentors of projects supported by the endowment. We designed and created this CMS system from barebone and implemented a Single Page Application (SPA) as the administration panel. This project is powered by RESTful API, Angular.js, Laravel and Tam (our Assets Manager).

  • Designed and implemented back-end infrastructure that supports RESTful API and Access Control List.
  • Implemented a review system featuring extracting modifications into a patch and applying the patch if it is approved.