Project Highlight

Selected for showcase at the QUT Immersive Festival 2025 and QUT Open Day 2025.

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Producer, Quest + NPC Programming & Marketing

About Me

Evan Puah

Producer, General & UI Programmer

Hello! o/

My name is Evan Puah, a Business / Games & Interactive Environments student at QUT, currently in my final semester. I major in Software Technologies and Marketing, and have gained experience in producer roles, UI programming, and general gameplay programming. I’m passionate about creating fun and engaging games and open to explore new opportunities in the industry.

Please send me a message for reference details.


Skills

Game Engines & Programming

Editing/ Project Management

Education

Bachelor of Games and Interactive Environments/ Business
Queensland University of Technology
2021 - 2025

  • Software Technologies & Marketing Major

Certificate

Certificate III in Screen and Media
LIGHTMARE STUDIOS Paid Traineeship
2020 - 2021

Ongoing Project

Unity, PC

Fawn The Florist

Producer & UI Programmer

Fawn the Florist is a cozy idle game that sits at the bottom of your screen, creating a peaceful companion for you as you work, study, or relax.This project is part of our capstone unit and is still in development. The game is planned to be released on Steam at the 21st of November.


Projects

Unity, VR

Snap Lake Adventures

Producer, Quest + Rio NPC Programming & Marketing

In Snap Lake Adventures, you step into the role of a nature photographer, rowing your boat through a tranquil lake teeming with life. Guided by the friendly park ranger Rio and armed with your camera, you'll explore, observe, and uncover the lake’s hidden secrets—capturing perfect wildlife moments one paddle at a time.This project was made as part of IGB388 exploring the principles, limitations and opportunities to creative immersive experiences in virtual reality games.

Aletheia's Gun

Producer & UI Design, Programmer

As the renowned detective Steve De’gunn you are uniquely qualified to solve otherwise unsolved crimes through your dimension switching ability named Aletheia. Aletheia allows you to see the hidden nature of the world and its people to discover truths that would never show in reality. Gather evidence and testimonies, analyse to find the truth and interrogate the suspect to break their alibi to bring justice for all.This project was made as part of the Pirate Software GameJam 16 in two weeks and released on Itch.io.

Unity, Visual Novel, PC

Snap Lake Adventures

My Roles: Producer, Quest + Rio NPC Programming & Marketing

About the game

In Snap Lake Adventures, you step into the role of a nature photographer, rowing your boat through a tranquil lake teeming with life. Guided by the friendly park ranger Rio and armed with your camera, you'll explore, observe, and uncover the lake’s hidden secrets—capturing perfect wildlife moments one paddle at a time.

Specifications

Developed By

Team Cozyboats

  • Cameron Bowes: Concept Lead & Main Programmer

  • Zi Xuan Sean Ng: Level & Enviromental Design, Tutorial System & Animal NPC Programming

  • Evan Puah: Producer, Quest + Rio NPC Programming & Marketing

Summary of Work Contributions

  • Produced and managed the development timeline, ensured game aligned with player experience goals & functioned as intended.

  • Programmed the quest system and Rio NPC interactions, including integration of voice acting.

  • Iterated on the quest/NPC design through in-person playtesting, survey creation, playtest reports, and data logging.

  • Designed and delivered marketing assets (posters, gameplay video, logo, itch.io page) while overseeing showcase readiness (task allocation, equipment prep, build delivery).

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Project Outcomes

  • Developed understanding of VR game design, including immersive experience limitations and advantages.

  • Game selected for QUT Immersive Festival 2025 and QUT Open Day, gaining experience in live demos and public showcases.

  • Designed UI for 3D VR environments and implemented a quest system with NPC voice lines in Unity.

  • Managed project scope, tracked development progress, and ensured timely delivery of builds for both online (itch.io) and in-person showcases.

  • Produced promotional materials using in-game assets, screenshots, and recordings to create an effective itch.io page that communicated the game’s theme.


Programming Work

Designing the quest Area

The quest area was built using free assets from the Unity Asset Store. Since there wasn’t a suitable mailbox available, I used my basic 3D modelling skills in Unity to create a custom photo submission box with in-built materials. When designing the space, I focused on making sure all elements were positioned so they were easy to interact with from a seated boat and clear to read or look at in VR.

Assets used from VertexModeler Team & Third Asset

Making Rio's Interactions

Rio was initially implemented to face the player with a text box for communication, but this proved unintuitive in VR as players often ignored him. To resolve this, I recorded voice lines for Rio via Audacity and implement them. Rio would also play an animation to draw attention when a quest was selected, or the player entered/ left the quest area.

These changes helped make Rio more engaging and immersive for players.

The Photo Submission Box

Similarly, the photo box lacked feedback making it difficult for players to know if they were submitting properly. To resolve this a blue outline appeared when a photo could be dropped, relevant sound effects added and a text display given to say why whether a photo was accepted or rejected. At times players left a photo in and could not submit a photo. To resolve this an auditory que telling the player to remove the photo was made.

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Data Logging

As part of the subject, we implemented data logging in Unity to track metrics such as time played, photos taken, and task completion times. This data allowed us to refine the game, evaluate improvements, and make informed design decisions.

Marketing Work

Drawing on my experience creating thumbnails and videos for YouTube as a hobby, I produced posters and gameplay videos using Adobe Photoshop and Premiere Pro. Not being a trained artist, I iterated on the designs multiple times, incorporating feedback from friends with design and art experience. The final result ended up looking great and worked well to display our game during the showcases we attended.

Athletheia's Gun

My Roles: Producer & UI Design/ Programmer

About the game

As the renowned detective Steve De’gunn you are uniquely qualified to solve otherwise unsolved crimes through your dimension switching ability named Aletheia. Aletheia allows you to see the hidden nature of the world and its people to discover truths that would never show in reality. Gather evidence and testimonies, analyse to find the truth and interrogate the suspect to break their alibi to bring justice for all.

Specifications

Made as part of the Pirate Software GameJam 16 (2 Week Duration)

Developed By

  • Evan Puah: Producer & Programmer

  • Zi Xuan Sean Ng: Gameplay & Level Design

  • Qinoir: Art Director, Narrative & Character Artist

  • Bikikkii: Background Artist, Sound & Music Sourcing

  • Tako0275: UI & Prop Artist, Gameplay & Level Design (Support)

Summary of Work Contributions

  • Led the team to ensure game aligned with player experience goals, functioned as intended & game was ready in time for submission.

  • Helped with formatting and writing the Game Design Document.

  • Programmed using Fungus Unity plugin narrative text, multi-choice dialogue, movement system & Aletheia realm system.

  • Programmed the inventory UI & investigation system.

  • Conducted both internal & external playtesting of the game.

  • Created the itch.io page & published the game.

Project Outcomes

  • The team delivered a polished, fun game build that ranked 256th out of 1,745 entries done within two weeks.

  • I developed my skills in UI programming, narrative flow, inventory features, and basic sound systems, and learned to integrate tools like Fungus through documentation and community support.

  • I also supported production tasks including drafting the Game Design Document, managing scope, publishing on itch.io, and collaborating closely with our artist on asset implementation.


Producer Work

A key factor in our team’s success during the game jam was recognising our strengths and limitations early. With three skilled artists but limited experience in game development and only one designer and programmer, we chose a simple, achievable concept being a visual novel-style game that balanced our resources effectively.During production, I kept project management simple and flexible. We used Discord for communication, sharing ideas, and organising channels. The art team operated under its own lead, while I oversaw game design, programming, and integration to ensure all elements worked together smoothly.

Programming Work

Working with Fungus Plugin

As the sole programmer with no prior visual novel experience, I chose to streamline development by using a plugin to handle core functionality. This allowed me to quickly prototype UI designs and give the artists clear guidance on required assets.We used Fungus, a free (though deprecated) Unity tool, which provided everything we needed. Its active Discord community helped me overcome knowledge gaps. Fungus uses blueprint-style block coding but can also be extended with scripts, allowing me to add custom functions beyond its built-in capabilities.Fungus was used to implement the text writer, multi-dialogue, scene transitions and Alethetia's Switch.

Inventory Menu & Game Systems

Publishing for WebGL

Knowing the game would be played on a website, I focused on making the user experience seamless and fully functional. I ensured WebGL elements displayed correctly, the game’s name was accurate, and the fullscreen button was accessible. During testing, I also checked compatibility across multiple browsers to make the game easier to play and ensure a smoother judging experience during the game jam.

Fawn The Florist

My Roles: Producer & UI Programmer

Video

About the game

Fawn the Florist is a cozy idle game that sits at the bottom of your screen, creating a peaceful companion for you as you work, study, or relax.

Specifications

This project is part of our capstone unit and is still in development. The game is planned to be released on Steam at the 21st of November.

Developed By

CozyBit Games

Team Leads

  • Producer - Evan Puah

  • Game Design Lead - Sean Ng

  • Programming Lead - Tommy Pham

  • Art Lead - Emily Cosson

Game Design Team

  • Lead Designer - Sean Ng

  • Frank Fu

  • Jon Tai

  • Harvey Yeo

Programming Team

  • Technical - Tommy Pham

  • Gameplay - Cameron Bowes

  • UI - Evan Puah

Art Team

  • Lead Artist - Emily Cosson

  • Concept Artist/ Game Designer - Randy Zhang

  • VFX Artist/ QA - Adrian Lai

  • UI Artist/ Designer - Yuxuan Hu (Jarvis)

Marketing Team

  • Lead - Emily Cosson

  • Randy Zhang

Summary of Work Contributions

  • As Producer, managed production timeline, ensured team met deliverables, game met player experience goals/ functioned effectively & discipline teams were alligned & worked cohesively.

  • Responsible for creating and managing project management processes and Standard Operating Procedures.

  • Led the UI development team, coordinating with artists and designers to program responsive and user-friendly interfaces.

Producer Work

Producer Challenges

This was the largest project I’ve worked on, spanning nine months with a team of eleven. Early on, I helped set up clear disciplines, communication channels, and workflow processes to keep development running smoothly. I also monitored Git usage to maintain project integrity and avoid workflow disruptions.Key learnings included the importance of regular communication, clear responsibilities, and proactive problem-solving. Weekly check-ins kept everyone aligned, while surveys helped identify and resolve workflow or communication issues early. I also planned around peak assessment periods and addressed discipline-specific blockers quickly to keep production on track.

Steam Next Fest

By addressing large-team challenges early it allowed us time to participate in Steam Next Fest. We prioritised releasing our demo ahead of the event and focused heavily on QA and polish. This proved to be a strong approach, resulting in a smooth launch and positive reception throughout.

Results

  • Over 1000 players added demo to library

  • 200+ Download & Played

  • 319 wishlist additions (From 214 wishlists at start)

  • Average playtime: 1 hour 57 minutes

UI Programming Work

Creating UI for 1/3 the screen

A major challenge was fitting all key information and interactions into just one-third of the screen while keeping the UI clear and readable.To accomplish this I worked closely with the UI artist, iterating early on layout and visual readability adjusting asset line thickness, spacing, and typography to ensure clarity. We also drew inspiration from similar games and ran frequent playtests to validate usability and player comfort.The final UI successfully met our space constraints while maintaining accessibility and strong visual design.The Quest UI was done by Harvey Yeo.

UI Work

UI Demo Video

Video