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    Zero-G Racing (university, 2007)

    Zero-G Racing

     

    Fast-paced futuristic space racing game, with advanced physics simulation.

    Credit:

    Yibo LIU (physics/general programming, environment modeling)
    Oliver Boyce (graphics/engine programming, environment modeling)
    Yogeshwar Lanka and Madan Katnapally (ship modeling)
    Omer Hamid (music composing)

    Time of Development: 2007
    Platform: Windows XP/2003/Vista on PC
    Development Tools: Microsoft Visual Studio 2005, Autodesk Maya, Adobe Photoshop, Fruity Loops
    Language: C++
    Engine used: Ogre3D v1.2.3 (for graphics) and NxOgre 0.4 RC2 (for physics)
    API used (indirectly): Microsoft DirectX 9.0, AGEIA PhysX(R) SDK 2.6.2

    # Please be noted this application requires AGEIA PhysX system software to run.

    ROBOTs' EVOLUTION (university, 2007)

    screenshot.10

     

    In a 3D environment, robots show adaptive learning behavior with genetic algorithm.

    Time of Development: 2007
    Developer: Yibo LIU
    Project Type: AI demonstration in 3D graphics
    AI technology involved: Genetic Algorithm
    Platform: Windows XP/2003/Vista on PC
    Development Environment: Microsoft Visual Studio 2005
    Language: C++
    Engine used: Ogre3D v1.2.3 (for graphics) and NxOgre 0.4 RC2 (for physics)
    API used (indirectly): Microsoft DirectX 9.0, AGEIA PhysX(R) SDK 2.6.2

    # Please be noted this application requires AGEIA PhysX system software to run.

    Rubix Cube on PS2 (university, 2007)

    sshot_02

    PlayStation2 version of the classical Rubik’s Cube game. The difficult part of the game design is to find an intuitive way for the player to control the cube using only a game pad.

    Time of Development: 2007
    Developer: Yibo LIU
    Platform: Sony PlayStation2
    Development Environment: Visual Studio text editor
    Language: C
    Framework used: “3D Graphics API for PS2 Linux” framework (http://www.hsfortuna.pwp.blueyonder.co.uk/)

    Tankers (hobby, 2006)

    Screenshot4

     

    Third-person tank shooting game developed using C# and Managed DirectX. The game idea was from Tom Miller's awesome book "Beginning 3D Game Programming". Sams Publishing, 2004. The game was built on DirectX sample framework.

    Time of Development: 2006
    Developer: Yibo LIU
    Platform: Windows XP/2003/Vista on PC
    Development Environment: Microsoft Visual Studio 2005
    Language: C#
    API: Managed DirectX 9.0c (now integrated into XNA)

    VLEngine (hobby, 2005)

    SCREENSHOT 

    Simple but flexible graphics engine designed and developed for 3D map guidance in university campus. The idea is to let the user of the program, presumably a student or staff of the university, be able access the resources of the university, such as library’s catalogue or any professor’s contact email by intuitively selecting the 3D buildings in the application.

    Time of Development: 2005
    Developer: Yibo LIU (program), Wei Qian (model)
    Platform: Windows 98/2000/XP/2003/Vista on PC
    Development Environment: Microsoft Visual Studio 2003
    Language: C++
    API: DirectX 9.0

    Pentomino Game (hobby, 2004)

     

    An interesting ancient Chinese casual game remade with DirectX and C++. About the game idea: invented by ancient Chinese, it was called "Xuan He Domino" at the very beginning. Today it is still popular in many countries. This is my PC version of it.

    Time of Development: 2004
    Developer: Yibo LIU
    Platform: Windows 98/2000/XP/2003/Vista on PC
    Development Environment: Microsoft Visual Studio 2003
    Language: C++
    API: DirectX 9.0

    Amateur Artworks

    Genieve Ann

    2007 - Genieve Ann
    Corel Painter X, Adobe Photoshop CS3, Wacom digital tablet
    This was my first attempt at figure painting.

     

    Predator Tank

    2007 - Predator Tank
    Corel Painter X, Adobe Photoshop CS3, Wacom digital tablet
    A concept from PC game Command & Conquer 3.

     

    StudyDrawing with Ryan Church

    2007 - Studydrawing with Ryan Church
    Corel Painter X, Wacom digital tablet
    Practice painting with concept designer Ryan Church's tutorial DVD - "Introduction to Corel Painter Concept Art Workflow".

     

    Sketch - Halo Icon

    2007 - Sketch of Halo icon
    Corel Painter X

     

    Furb Furb (standing along on grass 1024-768- for Zita)Furb(two furbs on grass 1280-1024)

    2006 - FurB
    Autodesk Maya 7.0
    Character design inspired by Japanese anime Spirited Away.

     

    LOGO jpeg version

    2004 - Logo of HomeCentric
    Maya 5.0
    3D logo modeled and rendered for a university website.

     

    UESTC2.53

    2003 - Logo of University of Electronics Science and Technology of China
    Maya 5.0
    Animated 3D logo created for my previous university.

     

    Dreamship-universe

    2002 - Dreamship
    Maya 4.0, Photoshop

     

     

    Photography


    IMG_1719 

    IMG_1696

    20070519-20070519-IMG_8046 

    IMG_1498

    IMG_1800 

    20070331-IMG_2525  

    20070407-IMG_2588 

    20070331-IMG_2457

    CV for Yibo Liu

    PERSONAL DETAILS AND PROFILE:


    clip_image002Name:  Yibo Liu
    Email: VictorLiu17@gmail.com
    Website: YiboLiu.spaces.live.com

     

     

    My dedication, initiative and passion in the domain of computer games are evident through several games, applications and artworks developed both in my education and as a hobby. With interests in programming and game art, along with an education geared towards computer games technology, I will be a valuable asset in professional development teams to produce top quality titles.

    QUALIFICATIONS AND SKILLS:


    General Programming

    Started at the age of 13, I have gained a solid understanding of programming techniques as well as the philosophy behind this creative and intriguing activity. With C++ being my most familiar programming language, I can quickly adapt myself to any other object-oriented or procedural programming language since the thinking behind them remains mostly the same.

            • C/C++ (70% of my previous projects were developed with C++)
            • C#
            • Microsoft Visual Studio .NET
            • Windows API
            • Sony PlayStation™2 Programming
            • Assembly
            • Maya™ Embedded Language (MEL)

    Physics Programming

    Physics is one of my favorite hobbies and I have gained deep knowledge with most aspects over the years. Also due to my computer programming background, physics simulation in games would be the desired kind of job I am most proficient with.

            • Thorough knowledge of almost all aspects of physics
              - Classical Mechanics, Electromagnetism, Thermodynamics, Optical Physics, Hydrodynamics, Relativity, Particle Physics, Quantum Mechanics, etc.
            • Excellent mathematics
              - Geometry, Linear Algebra, Discrete Math, Calculus, Probability and Statistics, etc.
            • Experience with rigid body physics programming without third-party physics engine
              - Custom collision detection
              - Custom simulation algorithm for force, torque and other principles of mechanics 
            • Physics programming with physics engines such as NxOgre and AGEIA PhysX®
              - With the convenience and power of commercial physics engine, advanced simulation was implemented in a team project where I was responsible for the physics in 2007. In the end the game successfully simulates virtually every dynamics phenomenon that could be observed in macro level, including gravity, collision, air drag, friction and so on.

    Graphics Programming

    Graphics is always important to games. In order to create games of my own in the early days, I started learning DirectX by myself back in 2003. I never get tired of learning these fancy but challenging skills.

          • Solid 3D math
            - Intuitive understanding of 2D/3D programming with vectors, matrices and trigonometry 
          • DirectX 9/10
            - Intermediate knowledge and experience with DirectX API
            - Capable of developing a complete DirectX game independently
          • Managed DirectX (which was later integrated into Microsoft’s XNA)
            - DirectX programming using C#
          • High Level Shading Language (HLSL)
            - Beginner level with Vertex Shader, Pixel Shader and Geometry Shader
          • Experience with OGRE rendering engine

    AI Programming

    The artificial intelligence module during my graduate education gave me the opportunity to become familiar with the following AI topics:

          • Pathfinding
          • Finite State Machine
          • Genetic Algorithm
          • Neural Networks

    Software Engineering

    I gained my theoretical knowledge about software engineering from my education in computer science during undergraduate, and have gained practical experience with various software development projects I have done in the past 4-5 years, including both individual projects and group projects.

          • Software Lifecycle Management
          • Requirements Analysis
          • Object Oriented Analysis and Design (OOA/D)

    Artistic Skills

    Apart from science and technology, I am always enthusiastic for the artistic aspect of games. Though I’ve never been to a professional art school before, I learnt quite a lot of artistic skills in my spare time.

          • A Visual-Spatial Learner
            - Excellent at thinking visually
            - Very sensitive to details
          • Visual Psychology
            - Average knowledge of visual psychology, acquired from personal projects, MSc dissertation and outside reading
            - Good art history knowledge
          • Pencil Sketching
            - Competent to form or communicate visual ideas through quick pencil sketching
          • Digital Painting with Adobe Photoshop™ and Corel Painter™
            - 2D Painting on PC with Wacom© digital tablet
            - Comprehensive understanding of Photoshop and Painter
          • 3D CG
            - Experience with modeling, texturing, animation, rendering and script programming
            - Autodesk Maya, 6 years of spare-time learning
            - Autodesk 3ds Max, 1 year of spare-time learning

    PROFESSIONAL EXPERIENCE:


    2008                     Lead Programmer of team Kirin during Dare to be Digital competition 2008

            • Contributed to the development of a highly acclaimed prototype Role-Playing game in 10 weeks from June 4th - August 13th 2008
            • Working within a 5 person team (2 programmers + 3 artists) in realistic game development conditions with industry support, masterclasses and mentoring

    2006                     Game Programmer (intern), China Telecom©

            • Participated in the development of several commercial online PC casual games, including “Lian Lian Kan” and “Chao Ji Ping Gai” which had peak concurrent user count of more than 100,000

    2005                     Independent Inventor (Patent Pending)

            • Directed and executed the invention of a new vehicle alarm system named Infrared and Vibration Automobile Alarm System which is able to alert the owner via mobile phone text message if the vehicle is being stolen
              - The core control module of the system was programmed in C and assembly
              - Application for National Invention Patent is currently being processed by the State Intellectual Property Office of P.R.China, application no. 2005101298875

    EDUCATION:


    2006 – 2008       MSc Computer Games Technology (Software Engineering), University of Abertay Dundee, UK

            • With primary focus on game development

    2002 – 2006       BSc Computer Science, University of Electronics Science and Technology of China, CHINA

            • With primary focus on software engineering, system development and general programming

    LANGUAGE:

    Chinese Mandarin          - Native language

    Chinese Cantonese        - Proficient

    English                          - Fluent (IELTS overall score 7.5)

    INTERESTING PROJECTS:

    2008                    Lead programmer of team Kirin in game "World of Champloo" (DARE TO BE DIGITAL 2008)

            • Outstanding action & puzzle based fantasy RPG developed for Dare to be Digital competition 2008

    2007                    General/Physics programmer in PC game “Zero-G Racing” (university, team of 5)

            • Fast-paced futuristic space racing game, with advanced physics simulation using AGEIA PhysX SDK

    2007                    Development of advanced AI demo “ROBOTs’ EVOLUTION” (university, independent work)

            • In a 3D environment, robots show adaptive learning behavior in a complex physics environment with genetic algorithm

    2007                    Development of PS2 game “Rubix Cube” (university, independent work)

            • PlayStation2 version of the classical Rubik’s Cube game

    2006                    Development of PC game “Tankers” (hobby)

            • Third-person tank shooting game developed using C# and Managed DirectX

    2005                    Development of 3D map engine “VLEngine” (hobby, team of 2)

            • Simple but flexible graphics engine designed and developed for 3D map guidance in university campus

    2004                    Development of casual PC game “Pentomino Game” (hobby)

            • An interesting ancient Chinese casual game remade with DirectX and C++

    OTHER INTERESTS AND ACTIVITIES:

    I enjoy playing PC games since 3 years old. I’ve played almost all big titles in 20 years history of PC games. It's a dream world where anything is possible, where I often temporarily forget everything and completely immerse myself into. I also love movies, photography, music, drawing, travel and reading books.

    In 2003, I began to volunteer to serve two non-profit distributed computing projects – “Grid.org” and “World Community Grid” with research projects such as “FightAIDS@Home”, “Cancer Research” and “Human Proteome Folding” etc. With over 20,000 hours total CPU run time contribution, I feel very proud to be able to improve the world by actually accelerating mankind scientific research.