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About

About Me

Hi, my name is Tai Nguyen, I am a computer science (Games) graduate at the University of Southern California.

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Throughout my time at USC, I've worked on multiple Advanced Games Projects (AGP) in the USC Games program

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One of the AGP's I've spent most of my time on was a fast-paced 2D action platformer called Try Again. I was the senior engineer, audio lead and devops lead for the project.

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I love wrestling, scuba diving, and playing games. Some of my favorites are Valorant, Red Dead Redemption, and Overwatch.

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Projects

PROJECTS

Manager Meltdown

I programmed, designed and composed on a survival horror game about you as a power plant worker being haunted by your manager. I did the sound effects (Ableton), music (FMOD), and minigames (C#). We used a AI model on the manager's frequency of jump scares and minigame activation. 

Try Again

I've worked on Try Again, a 3D spectacle platformer with dynamic levels. I am worked on the AI system with a state machine for chasing, attacking, vaulting and jumping. I developed the AI chase logic using a navmesh and acceleration logic where the player will always see the AI chasing right behind you.

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Try Again

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I was also the audio lead for Try Again, using FMOD for all our audio implementation. I implemented a dynamic music system to be changed depending on if a player enters a cutscene or a certain part of the level. I also made the bark system to play random barks on player death. Most of the sfx in the game has a distance attenuation to give it that 3D audio spatialization. I mainly used .aiff and .wav files for the audio in-game.

DeathRock

I made DeathRock, a 2D rhythm game with Unity audio. The mechanics of the game were guitar-hero-like where the beats would scroll down and the player had to press the right button at the right time. I had a dynamic scoring system to how well they played the beat and a basic AI system where zombies would attack npcs if the player failed to play the beat.

Sketchy Website Simulator

This is a funny 2D game about annoying ads I made. I implemented the minigames and ad logic where the player had to close the ads and play small minigames to win bitcoin.

Impasto

I helped develop Impasto by identifying many bugs associated with the save system and AI as well. In Impasto, we used a save system that associate certain instances of the game with an ID and saved their values upon death or restarting.

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