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Blizzard Unannounced Survival Project

Screenshot 2023-12-08 113800.png

My Title: Game Designer

My Responsibility:

  • Built an automation economy model using spreadsheet, including recipes, tiers, loot tables, resource yield, etc.

  • Designed the main progression system, such as the tech tree. Established excellent pacing and helped the project receive positive evaluation during internal playtest.

  • Used UE4 to implement and prototype resource distribution rules by collaborating closely with the World and Procgen teams. Created an intuitive gathering experience.

  • Analyzed data from internal playtests to extract the optimization list.

Blizzard
Perfect World International II

Perfect World International II

Genre: MMORPG

Platform: PC

My Title: Senior Game Designer

My Responsibility:
 

  • 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.

  • Designed an equipment simulator adopted by over 85% of active players, helping players optimize gear builds and progression.

  • Designed and implemented a new weekly boating event with humorous voting mechanics and a live comment system that increased participation by 3×.

  • Designed and implemented new dungeon instances, including encounter design, mission design, and narrative design.

  • Owned the faction system, the faction base, and the faction pet system, attracting 150K players.

  • 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:

  • Led the design of gameplay systems including AI-driven social deduction mechanics, ranking systems, progression loops, and monetization structures across multiple prototype projects.

  • 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.

  • Designed LLM-powered AI characters with distinct personalities, enabling dynamic dialogue, player deception, and emergent social gameplay.

Starward

Zing Games Studio - Unannounced pinball game & Side Sandbox projects



My Title: Game Designer

My Responsibility:

  • Implemented various gameplay features in Unity (C#), including character control, UI/UX, and mission logic.

  • Designed roguelike progression elements including skills and trinkets, along with level layouts, puzzles, quest flows, and cinematic scenes to enhance immersion and gameplay variety.

  • Applied 3D math in character movement, and level mechanics to create responsive gameplay. Used Maya to create level blockouts.

Zing Games

Dear Future

Tech: Unity, Perforce, Wwise, Jira

Team of 6, 09/2020 - 03/2021

  • 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.

  • My role and work I did:

Lead Designer, Programmer

  1. Design the game-play mechanic such as using the camera to recover objects.

  2. Narrative design, design how players find the truth of the city.

  3. Level design to let players have a better experience when they wandering in the city.

  4. Programming the respawn mechanic and stamina increase mechanic.

Dear Future
Rope?!

Rope?!

Tech: Unity, GitHub, FMOD

Team of 5 in 3 weeks, 05/2020

  • 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.

  • My role and work I did:

Lead Designer

  1. Design the game-play mechanic and rules.

  2. Design the arena of the game

  3. Audio design and implement of the game

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