Designer portfolio
System Design Analysis: Field Operations in MMORPGs
Download document: MMORPG中的特殊场景探索玩法设计.pdf
Personal Design Exercise - FF14 Mail System Analysis
Personal Design Exercise - Referencing Final Fantasy XIV
Illegal Assembly
A top-down 3D factory-building game developed in Unreal Engine 5. Players automate production lines, construct massive factories, and optimize workflows to complete increasingly complex recipes.
Key Contributions:
Done the overall game design and implementation, including core gameplay mechanics, systems, and UX design. Delivered public presentations on the project.
Broke down project tasks, collaborated with PMs to manage timelines, controlled scope, and provided regular progress updates.
Designed and implemented the main game framework, gameplay features, and UI APIs.
Established an efficient asset integration pipeline tailored to the project’s needs.
Display in Editor


Project Progress


UI Progress

Part of Tutorial Display

VR Goldfish Catching
VR sensory goldfish catching game, I handle the program related work

Download playable version:
MD5:ff881097796ab854f9ac5bd8c7859cee
MD5:3a08ccfb6e8c6d6a1934a25607133676
MD5:a5fabf97eeb156274f19ec23397a5cca
Chan Shi Ye Shi Guan
2D roguelike game which 3C like The Binding of Isaac, I as a developer handle the program related work



The Mountain Sea
2D platform act game, I as the programmer and designer handle the program and design related work



Download playable version: Shanhai.zip MD5: 491625bfe3d34d48112bf92f32148c4d
Download GDD : The Mountainsea GDD.pdf
Quest Of Velar Level Design
Night background levels created based on existing assets
Duration: Approximately 60 hours


Download playable version:
MD5: c8c2da4b42f57402fe38d9274754da17
MD5: 5eb5e3e77dd8efbc8e2d71281ce7f1e8
MD5: 96c405d12c12bd4e54103c5118ed3f9e
MD5: 82ba065616b31590c72cad58e7551e33
SLIME
3D platform act game, player play the slime and use the power of slime, I as the designer handle the design related work
Projects in Hunan Nuoxiyo Technology Co., Ltd.
Nuclear Survival
Led development of the 1.0 and 2.0 versions and long-term update strategy with independent systems and world-building logic.
Key Contributions:
Designed a fallout-inspired post-apocalyptic wasteland survival experience.
Designed a unique survival system with a focus on resource management and environmental hazards.
Designed progression systems for resource collection, enemy defense, weapon/mech crafting, and fortified base construction.
Designed gameplay systems, enemy AI & animations, and biomes.


Horror Isle
Led development of the 1.0 version and long-term update strategy with independent systems and world-building logic.
Key Contributions:
Design or conceptualized eight explorable islands with diverse biomes, architectural systems, and boss fight arenas.
Designed progression mechanics involving enemy elimination, equipment crafting, and sacrificial rituals to summon bosses.
Built narrative-driven mysteries tied to the main island's lore through environmental storytelling
Designed gameplay systems, enemy AI & animations, and biomes.



Misc.

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