Hi, I am

Jason

Chin.

Lead Gameplay Programmer

Other published work

This showcases my work prior to joining PlayStation London Studio. To see more details about my latest work, click below to return to the home page.

JContents

Platinum Train

JContents | Nintendo Switch | 2017

Developed in collaboration with JR railways, Platinum Train is a hugely successful Japanese digital board game. More than 400 types of trains and more than 1500 stations were lovingly recreated. It included seasonal events in partnership with companies such as Bandai Namco.

My Responsibilities:

  • Lead programmer
  • Nintendo Switch build, online matchmaking system, AI
  • Unity C#, using Photon and Google Nearby

The Roast

Panasonic | iOS | 2016

'The Roast' is a companion app for Panasonic's state of the art smart coffee bean roaster appliance. Users were able to scan recipes from world renowned baristas and send them to the roaster to control the temperature, cooking timings and fan speeds to make the perfectly roasted coffee beans.

My Responsibilities:

  • Lead programmer
  • Bluetooth interface programming, task management, roasting system design, UI, QR code reader
  • Working directly with Panasonic and their hardware team

Memrise

CatAcademy - Cat Spanish

Memrise | iOS | 2013

CatAcademy is a unique Spanish language learning game that utilizes the power of LOLcat memes to teach phrases, vocabulary and grammar. Learn a series of daily phrases and run through a range of quizzes and play modes to test and maintain memory retention.

My Responsibilities:

  • General programming, I provided input throughout most of the code base.
  • Mini-games, tutorial, IAP, metrics, social integration.
  • UI using iOS Cocoa

Memrise

Memrise | iOS, Android | 2013

The Memrise app is a extensive learning tool that combines an intelligent flash card system with mnemonics for learning. Advanced memory techniques such as spacial repetition are employed to create the most effective learning environment. The 12k courses are user-generated and covers a wide range including languages, sciences and trivia.

My Responsibilities:

  • General programming, I provided input throughout most of the code base.
  • UI system, account management, learning algorithm, local database management, battery optimization.

Mindshapes

Shrinky Kid’s Boogie Box

Mindshapes | iOS | 2013

Authored by a prolific award winning children's writer, Shrinky Kid's Boogie Box is a collection of interactive stories and games. Developed in a very short amount of time, it was well received by kids and parents. It has great art and a very polished charming atmosphere.

My Responsibilities:

  • Lead programmer
  • Gameplay, dynamic music, UI, metrics, social integration.

Magic Town

Mindshapes | iOS | 2012

Developed in partnership with world-class educators and renowned authors, Magic Town is a library of interactive children stories. Kids can read, learn and play with the stories in an interactive environment. It went on to win many awards and was well loved by parents and kids. This project was a pleasure to work on and creating products for children was a great learning process.

My Responsibilities:

  • Interactivity programming, UI, environment, account management, download systems.
  • Painting technology and game.
  • Both iPad and iPhone SKUs.

Marmalade Game Studio

Call of Duty: Black Ops Zombies

Activision | iOS, Android | 2011

Call of Duty: Black Ops Zombies is a recreation of the classic Zombies mode from Black Ops. Endless waves of increasingly dangerous zombies hunt you across a selection of maps from the console title. Its been a great critical and commercial success.

My Responsibilities:

  • Game play and visual effects programming.
  • Map set-pieces, zombie effects, weather, power-ups.

QuBit

Marmalade Game Studio | iOS, Playbook | 2011

QuBIT is a hi-octane, score-attack racer, where you steer a futuristic mining robot through valleys of crystals smashing as many as you can. Colour-matching adds a layer of strategy and the pumping soundtrack and excellent graphics create a polished experience. QuBIT was well-reviewed and received an update adding a new mode, track and choice of characters.

My Responsibilities:

  • Game play programming.
  • Dynamic audio, visual effects, Survival mode implementation, metrics.

Fable: Coin Golf

Microsoft | Windows Phone 7 | 2011

Fable: Coin Golf is a puzzle game in which you must guide your puck through levels to progress. Tactile ‘pull back and release’ controls and realistic physics create an engaging sandbox. The levels are filled with interesting features, such as exploding barrels, slippery ice and teleports. Fable: Coin Golf received excellent reviews and was included in The Guardian’s best apps of 2011.

My Responsibilities:

  • Game play programming.
  • Animation and art integration, visual effects, sound effects and music, XBox Live integration.
  • Interim leadership role.

Lara Croft and the Guardian of Light

Square Enix | iOS, Android | 2010

Lara Croft and the Guardian of Light was a port of the XBLA game but rebuilt from the ground up in our Marmalade SDK. An ambitious project, it brought 8+ hours of puzzle-platform gameplay to mobile devices in beautifully rendered levels. The scale of the project and its technical achievements for the platforms made it a great project to work on.

My Responsibilities:

  • Game play programming.
  • Bosses and enemy AI, art and animation integration, collision system, networking and lua scripting.

Backbreaker: Tackle Alley

Natural Motion | iOS, Playbook | 2010

Backbreaker is an intense arcade American football game. Utilizing Natural Motion's Morpheme engine, it combined the latest animation technology with great sporting action. It went on to be a great critical and commercial success, spawning several sequels and spin-off games.

My Responsibilities:

  • UI programming, client and server side leaderboard implementation, new mode implementation.

Call of Duty: World at War: Zombies

Activision | iOS | 2009

A hugely ambitious project for it's time, Call of Duty: World at War: Zombies recreated four popular zombie maps from the console game for iOS devices. One of the first games mobile games to have four player online, it incorporated all of the best features whilst still performing smoothly on low-end devices. It was a huge commercial and critical success, it continues to remain in the top app charts to this day.

My Responsibilities:

  • General programming.
  • Collision system, path finding, AI, networking, lua, UI.
  • Dynamic lighting and pixel shaders (iPad).
12 Titles
Published
14 Years
Developer experience
9 Platforms
Developed for

Contact and Resume

Get in touch

Additional details and references are available on request.

Resume:

Download

E-mail:

jason.chin4 [at] gmail.com

LinkedIn:

View Profile

Address:

London, UK