Experienced Game Designer with a 7+ year record of success in driving system, content, economy, and activity design for increased player engagement and revenue generation.
Blizzard Unannounced Survival Project

My Title: Game Designer
My Responsibility:
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Built an automation economy model using spreadsheet, including recipes, tiers, loot tables, resource yield, etc.
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Designed the main progression system, such as the tech tree. Established excellent pacing and helped the project receive positive evaluation during internal playtest.
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Used UE4 to implement and prototype resource distribution rules by collaborating closely with the World and Procgen teams. Created an intuitive gathering experience.
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Analyzed data from internal playtests to extract the optimization list.
Perfect World International II
Genre: MMORPG
Platform: PC
My Title: Senior Game Designer
My Responsibility:
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Led a 5-person team to produce systems, activities, and dungeon instances in each expansion pack to ensure players remain engaged and do not churn.
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Designed an equipment simulator adopted by over 85% of active players, helping players optimize gear builds and progression.
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Designed and implemented a new weekly boating event with humorous voting mechanics and a live comment system that increased participation by 3×.
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Designed and implemented new dungeon instances, including encounter design, mission design, and narrative design.
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Owned the faction system, the faction base, and the faction pet system, attracting 150K players.
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Designed a mentorship system, and designed a dungeon instance for the mentorship system, attracting 200K players.
Starward Game Studios Projects
Platform: Mobile
My Title: Lead Game Designer
My Responsibility:
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Led the design of gameplay systems including AI-driven social deduction mechanics, ranking systems, progression loops, and monetization structures across multiple prototype projects.
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Built rapid gameplay prototypes using Godot (GDScript) and Unity, implementing systems such as Metroidvania-style character movement and combat, match-3 mechanics, and interactive UX flows.
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Designed LLM-powered AI characters with distinct personalities, enabling dynamic dialogue, player deception, and emergent social gameplay.
Zing Games Studio - Unannounced pinball game & Side Sandbox projects
My Title: Game Designer
My Responsibility:
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Implemented various gameplay features in Unity (C#), including character control, UI/UX, and mission logic.
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Designed roguelike progression elements including skills and trinkets, along with level layouts, puzzles, quest flows, and cinematic scenes to enhance immersion and gameplay variety.
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Applied 3D math in character movement, and level mechanics to create responsive gameplay. Used Maya to create level blockouts.
Dear Future
Tech: Unity, Perforce, Wwise, Jira
Team of 6, 09/2020 - 03/2021
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About the game:
Dear Future is a co-operative photography game.
Where players collectively document a post-human city using an inherited camera.
Uncovering hidden truths as they wander its depths together.
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My role and work I did:
Lead Designer, Programmer
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Design the game-play mechanic such as using the camera to recover objects.
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Narrative design, design how players find the truth of the city.
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Level design to let players have a better experience when they wandering in the city.
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Programming the respawn mechanic and stamina increase mechanic.


Rope?!
Tech: Unity, GitHub, FMOD
Team of 5 in 3 weeks, 05/2020
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About the game:
Rope?! is a networked 2 vs 2 PVP game.
Players control a shepherd that is connected with their teammate with a rope. Players should try to use the rope to herd the sheep into their sheepfold to gain scores. The team who gets the higher score will be the winner.
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My role and work I did:
Lead Designer
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Design the game-play mechanic and rules.
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Design the arena of the game
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Audio design and implement of the game

