Hon Lee

I'm a Game Developer & Game Designer

Hi there!

Thank you for visiting my portfolio!
I'm Hon, a passionate video game developer who also loves to play different genres of video games.
Below are the projects I was/am involved!

Featured Game Projects

Sparkball - Season Zero

  • Released Date: TBA (Demo available)
  • My Role: Game Backend Engineer
  • Software Used: Unreal 5, Blueprint, C++, Go, PostgreSQL, Snapser (Link), Protobuf, Perforce P4V, Docker, ClickUp

A fast-paced 4v4 "sports brawler" where players choose from a roster of unique heroes and skillfully balance scoring goals and engaging in combat to outplay the opposing team. Often described as a blend of League of Legends and Rocket League, Sparkball delivers an exhilarating mix of action and strategy, keeping players hooked as they master its deep and dynamic gameplay.

    Contributions:
  • Implemented the whisper chat system, enabling users to send and receive direct messages through Snapser API integration.
  • Refactored the friends, parties, and matchmaking systems to work with the latest version of Snapser, connecting Unreal Engine 5 (C++ and Blueprint) with the new backend architecture.
  • Developed, tested, and maintained backend API calls using Go, Protobuf, and Docker to retrieve card data from the database for a card-based web game.
  • Supported a successful Steam Next Fest launch with 2,399 unique players over 7 days and 58% 1-hour retention, contributing to smooth matchmaking and reliable backend services throughout the event.

Be sure to check out Official Discord Server for more information!

Grimlight

  • Released Date: July 2022
  • My Role: Backend Game Developer
  • Software Used: Unity, C#(.NET framework), AWS, Plastic SCM, Jira, Confluence

An anime-style RPG mobile game where you play as Dreamer to explore the world of Phantasia filled with mystery and wonder and stop the Dreamless that are trying to consume the world with the help of heroes of legends.

    Contributions:
  • Designed and implemented the AWS deployment tool through Unity Editor to efficiently deploy the game data to Amazon S3 using REST APIs.
  • Optimized the code base of the local server to improve the server performance.
  • Constructed test cases to perform unit testings through .NET framework to ensure the game meets the quality standard.
  • Facilitated cross-cultural collaboration as a liaison between the team and a Korean art studio via Slack, ensuring smooth communication and validation of assets.

We've reached 100,000+ downloaded counts on the Google Play Store and 10,000+ members on the Official Discord Server. Please make sure to check them out!

Claws & Chaos

  • Released Date: October 2024
  • My Role: Backend Game Developer
  • Software Used: Unity, C#, Python, Amazon AWS(Lambda, DynamoDB, API Gateway), Azure PlayFab, Plastic SCM, Jira

Claws & Chaos is an auto-chess-style battler featuring various animal-inspired creatures. The flood has swallowed the world and heroes learn of a safe haven Ark only to be shunned by King Chipmunk has reserved every spot on the upper deck. You will build your team with heroes to fight against the tyranny of King Chipmunk and dethrone him!

    Contributions:
  • Migrated Arena(PvP game mode) database table from PlayFab to Amazon AWS DynamoDB to achieve seamless integration and serverless architecture to minimize server costs and improve scalability.
  • Implemented Python functions to handle HTTP requests and send back responses via AWS Lambda.
  • Ensured robust data migration and real-time communication between Unity Game client and AWS backend through sending and receiving HTTP requests/resopnses with AWS API gateway.
  • Developed an asynchronous PvP mode with up to 25 rounds, integrating a leaderboard system to track player rankings by MMR using Azure PlayFab, and implemented rogue-lite mechanics offering strategic buff card choices every 3 rounds. Synchronized data between the client and server via PlayFab to ensure consistency and reliability.
Be sure to check out Official Discord Server!

Untold Atlas

  • Released Date: March 2023
  • My Role: Game Programmer Intern
  • Software Used: Unity, C#, Firebase, Git, Jira, Figma

An Expedition-themed Romance Visual Novel mobile game where you explore a mysterious island called Aethra which once shined with an ancient technology before being lost to the depths of the sea and revealed itself on the surface many centuries later.

    Contributions:
  • Designed and integrated the Real-Time Firebase User-Analytic tool to process an efficient player behavior data.
  • Implemented the code base of the player UI including particle effects performance.
  • Maintained the documentations on systems of an user-analytics tool, and UI systems.
The game has reached 1,000+ downloads on the Google Play Store!
Additionally, the game is now available on the Steam! Click Here to check it out!

Treat Team

  • Released Date: TBA (Demo available)
  • My Role: Game Developer, Level Designer
  • Software Used: Unity, C#, Plastic SCM, Jira, Figma, Miro

A fun and challenging puzzle mobile game with a lot of animals. Intended to help out the local animal shelters through players' in-game donation.

    Contributions:
  • Designed and constructed various gameplay levels following the engagement curve.
  • Implemented and verified the level selector scene including the UI to make more intuitive visibility.
  • Exported several sound effects during the gameplay to enhance the reliable user experince.

Cellosseum

  • Released Date: September 2023
  • My Role: Gameplay/System Programmer
  • Software Used: Unity, C#, Bitbucket, Jira, Confluence

A combination of Rogue-like and Bullet Hell game inspired by Nova Drift where you play as a cell to fight against endless waves of other harmful cells in the arena with unique upgrades & abilities! About 50 WolverineSoft Studio members collaborated together to develop the game during the the summer of 2023.

    Contributions:
  • Designed and integraded the backend part of leveling, upgrade, and progress management system.
  • Communicated with bug reporters to identify the source of the bugs and to provide the solutions to fix the bugs.
  • Implemented a Unity's debug window tool that allows other developers to investigate the cause of the bugs efficiently.

Subtension

  • Released Date: December 2022
  • My Role: Gameplay Programmer
  • Software Used: Unity, C#, Bitbucket, Jira, Confluence

A Real-Time Strategy submarine game that was inspired by FTL-Faster Than Light. More than 30 WolverineSoft Studio members collaborated together to develop the game during the summer and fall of 2022.

    Contributions:
  • Designed and built the architecture of the combat and hazards systems.
  • Collaborated with designers, artists, and other programmers to perform the QA testings and to maintain the agile workflow process through out the development.
  • Documented overall design and explanations of the systems and tool for future developers to comprehend the code conveniently.
The Steam version is also released! Click Here to check it out!

My Battery is Low and it's Getting Dark

  • Released Date: August 2024
  • My Role: Gameplay Programmer, Level Designer
  • Software Used: Unreal Engine 5, Blueprint, Jira, Confluence, Diversion

My Battery is Low and It's Getting Dark is a first-person 3D horror game where players take on the role of "X," a newly recruited scientist at a mysterious research facility. Shortly after their arrival, an unforeseen event unleashes monsters and demons that lurk in the shadows. Armed only with a phone's flashlight, the player must navigate through the darkened facility, solving puzzles and using logic to survive while seeking refuge in a nearby town.

    Contributions:
  • Developed an immersive player death sequence using UE5's Level Sequence to create dynamic jump scares and game-over events.
  • Implemented a sprint and stamina system using UE5's Enhanced Input System, and transitioned the camera from third-person to first-person to enhance player immersion.
  • Designed a Backrooms-inspired corridor level, leveraging UE5's lighting and environmental tools to create a psychological horror experience that heightens player tension.