Game Projects

Internships

GAME COMPANY INTERN (Endless Studios)

Heart of Porcelain

Heart of Porcelain is a narrative-driven puzzle game. In the game, players are transported to a grand royal palace where they must reassemble a magnificent china set using the art of kintsugi. Each piece of china depicts a pivotal moment in the royal family’s history. The player’s choices in restoring these pieces shape the unfolding story, ultimately determining the fate of the royal family and their kingdom.

My Role: Game Designer
XR COMPANY INTERN

Twingo

Twingo is a one-on-one conversation social app that uses spatial computing technology, utilizing MR devices like Apple Vision Pro to project avatars or personas of others into your real world. Through a series of conversations and interactive games, users gradually deepen their connections, culminating in an exchange of contact information and incentives for further interactions. Our team refers to this innovative communication method as “social telepresence.”

My Roles:  Interaction Designer, System Designer
AI COMPANY INTERN

iFable.AI

iFable.AI is an interactive storytelling platform. It combines human-designed narratives with AI technology. With just a simple 1-2 phrase description, our AI designer will create an engaging AI-powered interactive story.

My Roles:  Project Manager, Narrative Designer
VR COMPANY INTERN

Star Realm VR

Star Realm VR is a virtual reality multiplayer sandbox-building and social platform that allows you to build and decorate floating islands with friends. We emphasize on real-time co-op building and virtual land ownership, aka the “Realms”. You can build your own Realm, gather like-minded people, and have fun talking or playing with them.

My Roles: Usability Researcher, Sound Designer, Game Designer

Individual Projects

3D MYSTERY RPG GAME

Forgotten Island

“Forgotten Island” is a 3D mystery RPG game that immerses players in the enigmatic world of an island forsaken by time, where the echoes of its past inhabitants manifest as ghosts haunting its lush, abandoned landscapes. Tasked with uncovering hidden treasures and unraveling the island’s ancient mysteries, players navigate through ruins, decipher puzzles, and soothe the restless spirits entwined with the tragic history of this once-vibrant civilization. This adventure game blends exploration with supernatural elements in a rich, atmospheric setting, offering a compelling narrative that bridges the realms of the living and the spectral, inviting the brave to discover secrets long forgotten.

My Role: Sole Developer
3D SCI-FI ADVENTURE GAME

Space Traveler

Space Traveler is a semi-open world sci-fi adventure game based on my interface design project. Gamers will play the role as a space traveler and novelist. They will explore different planets, learn about the history and culture of the planet, investigate the planet’s environment, talk to the planet’s inhabitants, fight against enemies, participate in the planet’s activities and events, and write the novel in the process of exploration.

My Role: Sole Developer
HEXAGON TOWER DEFENSE GAME

RoboVet

RoboVet is a hexagon tower defense game where players take on the role of a robot vet defending an imaginary creature host from waves of attacking viruses. The player’s primary tool is the ability to summon and strategically position protective cells to defeat the viruses and cure the host.

My Role: Sole Developer
2D PLATFORMER ADVENTURE GAME

Skyward Adventure

“Skyward Adventure” is a colorful 2D platform adventure game set in the enchanting world of Dreamhaven. Players play as Cherry Guy, a brave hero, on a quest to defeat the monstrous Cubix, who has transformed the happy inhabitants into mindless animals. By collecting enchanted cherries and collaborating with other heroes along the way, players gain unique powers needed to overcome challenging puzzles and fierce enemies across various mystical landscapes.

My Role: Sole Developer
RPG GAME PROTOTYPE

Methods for Rapid Game Prototype Development

This project aims to address inefficiencies in game prototype development, where considerable time is wasted on trivial tasks and repetitive operations. Common issues include the lack of reusable high-level libraries, difficulties in connecting various modules, and unstable tools with frequent interface changes.

My Role: Sole Developer
SHOOTER GAME PROTOTYPE

The Impact of Weapon Forging and Upgrading on Player Experience

The Project Innovation explores the dynamic impact of weapon forging and upgrading on player experience, distinguishing between melee weapon and firearm eras. In the melee era, the emphasis is on enhancing combat skills without prematurely concluding the game, achieved through forging unique weapons with diverse archetypal implications. The firearm era shifts towards team-based combat, prioritizing tactical considerations while maintaining the importance of weapon improvement.

My Role: Sole Developer

Unofficial Arknights Design

ARKNIGHTS TACTICAL MODE

Gladiatorial Strategy

Gladiatorial Stategy is a new tactical mode designed for the mobile game Arknights by me. It departures from tower defense and focuses on wargame instead. The mode uses turn-based system and encourages players to be more strategic and thoughtful. The design document also includes my UI design and character design.

My Role: Designer
ARKNIGHTS SIDESTORY DESIGN

Mirage of The Sea: Summer Day’s Dream

Mirage of The Sea: Summer Day’s Dream is my design for Arknight’s summer event. It has an innovative mechanism, which could change the enemy and operator’s sides. The design document also includes operator, enemy, and map design.

My Role: Designer

Team Projects

3D NARRATIVE ADVENTURE GAME

Pack

Pack is an emotionally rich 3D narrative adventure set in the Pacific Northwest wilderness, where a flunked-out former search and rescue dog must brave the rugged landscape to bring her injured human home after a brutal mountain lion attack. Their already tenuous relationship buckles and threatens to collapse under the pressure as along the way the two confront themes of survival, overcoming trauma, and finding belonging in a home worth fighting for.

My Roles: Puzzle Designer, Usability Researcher
NARRATIVE SIMULATION GAME

Reverse Mermaid

Reverse mermaid is a humorous and educational narrative simulation game. In a world where mermaids are well-known and loved by all, you were born as a reverse mermaid. As a reverse mermaid, with a slimy fish head and wobbly human legs, you learn that you’re a little different, but despite that, you learn to love yourself while giving advice to creatures like yourself.

My Roles: Designer, Writer, Programmer
3D ROGUELIKE GAME

Echoes

Echoes is an isometric roguelike with no attack button. The player needs to attack enemies by dashing to Fae Runes. You will play as Beira, the amnesiac fae queen. You need to regain memories from your corrupted subjects and explore healing and finding self-love in a kingdom that blames you for its fall.

My Roles: Lead UI/UX Designer, Game Designer, Concept Artist
AR MOBILE PARTY GAME

Bomb Buddies

Bomb Buddies is a 2-player cooperative AR mobile party game, where the player must win a series of fast-paced microgames in order to prevent a hacker from dropping a major “bomb” and destroying their reputation. The game was exhibited on USC Game Expo 2023 and has been published on App Store.

My Role: Lead QA
VISUAL NOVEL

Haustorium

Haustorium is a visual novel for the Global Game Jam 2023. It explores the theme of Intergenerational trauma and depression. By acting as a “tree spirit”, the friend of a human boy, you can gradually learn about how depression takes roots inside his heart, and your decisions may influence his fate.

My Roles: UI Artist, Concept Designer

Mini Games

Mini Games I’ve made while I was practicing game development.

Bomb Busters

Jump into “Boom Busters”, a crazy game where players drop bombs and try to outsmart each other with surprise explosions! Get ready for lots of fun and laughter as you try to be the last one standing in this wild, bomb-filled adventure.

Board Games

In the creation process of board games, I use a codified language for games and a set of design methodologies that collectively we call “playcentric design.” I also write design photo journals and playtest reports for revision and refinement.

The Los Angeles Trail

Monstar Combat

Drawing Journey

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