2025-0911-0036 cv temp
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Mastodon BOSS Fight
- Flow Design: I am the design owner to create the quest flow from 0-1. Defining the introduction, development, twist, and conclusion.
- Gameplay Design: We design a light shooting puzzle of "destroy targets based on window of opportunity" as the core gameplay.
- Behavior Design: I am the design owner to define the combat pattern and implement together with programmer.
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Epic Wildlife BOSS Fight - Main / DLC1 / DLC2
- Level Design: I am the level owner of all Thanator (6) and Aerial Predator (12) territories across Main, DLC1, and DLC2.
- Environmental Storytelling: I use props (animal corpses, bones), vfxs (flying bone shavings), textures (footprints, drag marks) etc. to show the brutality of epic predators. Use crashed planes, sonic drones all over the place to reveal the severe harm brought by RDA.
- Puzzle Design: I use planimals to create a "lock & key" puzzle for a precious resource. Also crafted a brutal narrative in which "humans employ noise to expel mothers in order to hunt. Player can help animal to regain sanity by destroying all drones with weapon or solving puzzle.
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Zakru Painting Exploration Quest - DLC1
- Quest Design: I am the design owner of this quest. Transfering it from a normal encounter to a 4 parts exploration quests.
- Interaction Design: I drive the design on how the paint interaction should be done. Define behavior of under different conditions (far/close distance, with/without material, mount status, etc.) Discuss and tweak it together with various job families.
- Ingredients Design: Inspired from dark souls, I embed the hint into the description of the paint material. A special bark animation can also be seen as an easter egg when painting with the rarest fruit.
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Legendary Wildlife - DLC1 / DLC2
- Environmental Gameplay: I am the design owner of all legendary wildlife across DLC1/2. I use environmental ingredients to make each legendary wildlife's characteristics shine (introduce sound-sensitive animals into noise-prone environments; deploy the charge-proficient animals in environments densely populated with explosives and thorns).
- Mechanics Design: I am the design owner to create a new mesmerizing skill of legendary chameleon crawler in DLC2. Your control will be reversed if staring it for too long. Design and implement the status effect, control, ui, and sound together with various job families.
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Wildlife Encounters - DLC1 / DLC2
- Ground & Aerial Encounter: I am the design owner of all wildlife encounters. Responsible for the reuse, distribution, and script maintenance.
- Storytelling with Encounters: In dlc2, we tweak the encounter spawning to create a story arc (No RDA - wildlife live happily; RDA invade - same type of wildlife fight with each other; Invade more - different types of wildlife fight; Max invade - weak wildlife try to fight epic wildlife for space).
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Wildlife Ingredients - Main / DLC1 / DLC2
- Wildlife Traps: I am the design owner for all wildlife traps. Tracking all things related to maintainence (trap/ free/ dead), feedbacks, rewards, etc.
- Echo Stalker Burrow: I own the design for the metrics, spawn/ flee mechanics, surrounding scatterings, feedbacks (visual/ audio/ haptics) etc.
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Wildlife Distribution - Main / DLC1 / DLC2
- Numerical Distribution: I am the design owner to tweak the distribution. Making sure player can meet maximum wildlife within limitation.
- System Improvement: I help improve the spawning system and debug tool. The spawn speed is increased >300% by optimizing conditions.
- Validation Pipeline: I crete the validation pipeline to compare the changes before and after with "number along the path" method. And also carried out optimization on the robot-generated data report to detect potential issues more efficiently.
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For Love - Team Size 3 - Designer & Programmer (2018.1)
This is a screen click obstacle avoidance mobile game that simulates the conception process. Players need to avoid obstacles by clicking on the screen to reach the destination.
mark feedback
- 写得很细,发在微信上
- 英语 be better
- why choose me why join you 太嚣张了
- company vision
- 挖坑挖太大
- 需要仔细准备 否则
- playable demo
- 有点意思
- design philosophy 还可以
A technically-proficient Game Designer with 3+ years of AAA experience at Ubisoft, contributing to Avatar: Frontiers of Pandora (Main / DLC1 & DLC2 / Expansion). End-to-end ownership for boss fights, high-stakes elite territories, encounters, skills, and spawning systems - from paper design & blockout to scripting, iteration, tuning, and ship. Notably driving a 300%+ performance increase in the spawn system. Known for bridging systemic design with narrative depth to create emotional resonant experiences. Inspired by Carl Jung, I am motivated to bring 11 Bit's emphasis on "meaningful entertainment" that fosters self-discovery to life together with you.
Proven track record in architecting core gameplay loops, leading cross-functional feature development, and driving a 300%+ performance increase in the wildlife spawning system, enhancing both player immersion and team productivity. Inspired by Carl Jung, I am eager to create "meaningful entertainment" that fosters self-discovery together with you. Check the light of my life to know more about me if interested :)