Early Career at Shengqu Games
June 2019 – January 2021 · Level Designer / Narrative Writer
Graduate training in the central development support team
June–September 2019; December 2019–January 2021
- Independently built a map in the Gears of War editor (Unreal Engine 3), which passed testing by the lead level designer.
Project “Yuanzheng” (代号远征) · Unity
October 2019–January 2020 · Assigned from the central support team
- Designed quest routes and functional areas in the main city.
- Placed ambient NPCs.
- Helped the writing and level art teams plan the city’s narrative design.
Ghost in the Shell: SAC_2045 licensed project
January–March 2020 · Unreal Engine 4
Helped the lead designer prepare the project approval presentation, covering the game’s setting, timeline, story plan, and launch character roster. The project ultimately secured the IP license for Shanda.
Worked with the team to establish the overall combat pacing, combat model, destructible-cover mechanics, and operator progression.
Bloodstained: Ritual of the Night — mobile project
March–September 2020 · Unreal Engine 4
Procedural level generation tools
- Contributed to the design of a system that generated levels from route maps and coordinate maps.
- Defined each room’s function and layout.
- Defined how rooms connected and the standards for their connections.
AI Director
- Analyzed the AI Director in Left 4 Dead 2.
- Wrote AI Director feature requirements tailored to the project’s needs.
Star Wars licensed mobile project
September 2020–January 2021 · Unreal Engine 4
Level design
- Contributed to level design for the main campaign.
Combat design
- Tuned gun feel, weapon damage curves, and visual presentation for the demo build.
- Adjusted enemy AI behavior, ability logic, and visual presentation for the demo build.
- Designed the weapon structure for the alpha build.
- Designed weapon progression modifiers for the alpha build and specified the supporting features required from engineering.
- Designed the playable heroes for the alpha build.
- Helped the project communicate with the IP owner about weapons, providing advice on firearms and military details and proposing how to fit them into the fiction.
- Independently wrote design documents for features including player shields, enemy shields, weapon damage curves, and destructible cover, then followed up with programmers through implementation to ensure that the features made it into the build.