Resume
Liu Hang
Quest Designer / Narrative Designer
Portfolio: blog.hammersteinliu.ink
- Male · Age 27 · Han Chinese
- 5 years of experience
- Phone: 15679110560
- Email: hacker3217@foxmail.com
Roles sought
Level Designer / Quest Designer · Shanghai
Salary negotiable · Start date to be discussed
Skills
Photoshop · Unreal Engine 4 · Unity
Interests
Film · Music · Literature · Writing · Reading · Game art
Work experience
miHoYo · Quest Designer
December 2023–present
Petit Planet · August 2025–present
Responsible for NPC storyline design on Petit Planet.
Zenless Zone Zero · December 2023–August 2025
Responsible for quest design on Zenless Zone Zero.
Agent Story design
- Version 1.6: designed and implemented Trigger’s Agent Story.
- Version 1.4: designed and implemented Asaba Harumasa’s Agent Story.
- Version 1.2: designed and implemented Burnice’s Agent Story.
- Version 1.0: designed and implemented Von Lycaon’s Agent Story.
Agent Story refinement
- Version 1.0: refined the quest flow and camera work for Grace, Soldier 11, Rina, and Koleda’s stories.
Visual-novel-style scene staging
- Versions 1.0–1.3: designed and implemented visual-novel-style dialogue scenes.
- Versions 1.6–2.0: designed the Argue scene-staging system.
Other work
- Versions 1.0–1.4: designed and implemented event quests.
Tencent · J1 PRacing, Quest Designer
June–December 2023
Responsible for quest design on J1 PRacing (Need for Speed Mobile).
- Improved the quest editor, moving from data-table authoring to Blueprint-based configuration.
- Designed and implemented regional side quests and stunt-driver sequences.
NetEase Thunder Fire · Senior Quest Designer
June 2022–June 2023
Responsible for the quest editor toolset for ANANTA (Unity).
- Redesigned the tools using experience from the previous quest editor, removing the need for direct spreadsheet authoring when creating quests.
- Designed a server-managed quest logic editor, TaskSpoon Editor, based on a node graph.
- Designed a server-managed quest data editor, TaskConfig Editor, with task IDs assigned to individual users and updated in real time.
- Designed DialogEditor to read and write dialogue table data.
- Designed a dialogue camera template tool built around the Dialog and TaskSpoon systems.
- Integrated and designed tools required within quests, including NPC pathfinding and quest WorkAction tools.
Main quest design and implementation
- Designed and implemented Chapter 1, Scene 5 of the main quest.
Lilith Games · IP Incubation Group 1, Project Breach
November 2021–June 2022 · Unreal Engine 4
Narrative Writer, also responsible for level design within the team
Preproduction
Responsible for analyzing the designs of reference games:
- Analyzed reference titles for the project’s XCOM-style turn-based tactical gameplay.
- Helped the art team define PlayerController camera parameters in the project.
- Analyzed the demo level’s character movement-speed and state-machine requirements.
Demo level
Responsible for the demo’s level flow, environment theme, and level content:
- Worked with the writers on the setting and designed the level’s narrative flow.
- Worked with the environment concept team to establish and carry out the pipeline from writing to level design to environment production.
- Worked with technical art to establish performance requirements, and submitted requirements for player control, camera collision, and visibility handling in the environment.
- Built the demo level’s layout and blockout.
Lilith Games · Farlight 84, Worldbuilding Designer
January–November 2021 · Unreal Engine 4
Map 02 narrative design
- Worked with level design on Map 02’s gameplay, integrating narrative into its points of interest.
- Designed and oversaw the narrative-design process for map development across the project, including narrative requirements for points of interest.
- Coordinated with level art on Map 02’s terrain, the presentation of its points of interest, landmarks, and symbolic elements.
- Coordinated with the worldbuilding team on Map 02’s narrative requirements so that its setting could be expressed within the map.
- Used technical art’s performance constraints to establish narrative-design standards for Map 02 and subsequent maps, with practical implementation plans and execution standards.
- Coordinated requirements from the 3D, concept art, design, worldbuilding, and technical art teams in the map’s planning and design, aiming for the best possible result within strict performance limits.
- Defined acceptance criteria for the map based on the teams’ actual needs and the performance constraints.
Weapon manufacturers, in-match buildings, props, and decals
- Designed how weapon manufacturers’ branding would appear in the out-of-match armory.
- Planned worldbuilding rules and proposals for reusable in-match buildings.
- Took requirements from design and developed the fictional context for in-match environment props.
- Planned worldbuilding content for environment decals—posters, billboards, and graffiti—and coordinated with art and technical art to meet performance requirements.
Shengqu Games · 盛趣(上海)信息技术有限公司
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 · Unreal Engine 4
January–March 2020
- 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 overall combat pacing, the combat model, destructible-cover mechanics, and operator progression.
Bloodstained: Ritual of the Night — mobile project · Unreal Engine 4
March–September 2020
Contributed to the design of procedural level-generation tools:
- Generation of levels from route maps and coordinate maps.
- Each room’s function and layout.
- Room connections and the standards for those connections.
Contributed to AI Director design:
- 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 · Unreal Engine 4
September 2020–January 2021
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 player shields, enemy shields, weapon damage curves, destructible cover, and related features, then followed up with programmers through implementation to ensure that the features made it into the build.
Other work and contributions
Independent media work
- Wrote sponsored scripts for the 屎蛋说 segment of STN快报, and game-video scripts for H萌.
- Wrote for the 第一卷 column at 轻之文库.
- Wrote game-related column content for 轻文轻小说.
- Wrote video scripts and planned content for Bilibili Top 100 creator 凉风 in 2018–2019.
- Managed Weibo Q&A content and wrote for prominent Zhihu creator 叶佳桐.
- Contributed writing to 幕味儿 and 动画学术趴.
At Shanda
- Taught myself UE4 Blueprints and used them to build functional prototypes.
- Helped design a procedural level-generation tool for a side-scrolling action RPG. Layouts created in Visio could be imported directly into UE4 Editor to generate room tiles.
- Prepared the approval presentation for the Ghost in the Shell: SAC_2045 project and wrote the IP-related content.
At Lilith Games
- Expanded the project’s worldbuilding materials, including guidelines for narrative expression in reusable buildings, and a standard decal requirements list and usage guide.
- Drove Map 02’s narrative design and defined its production process. Independently developed a map narrative-design plan that worked within technical art’s performance constraints.
- Drove the overall narrative presentation plan for the in-game housing system, coordinating design, worldbuilding, and art. Independently designed its narrative approach to meet both gameplay and worldbuilding requirements.
At NetEase Thunder Fire
Developed and iterated on the quest editor toolset for Project Mugen (代号·无限大), enabling:
- Quest-flow authoring entirely within the engine through Thunder Fire’s Panda tool, without configuring quests in Excel.
- Live, online management of ID ranges. Designers could request ranges by user and quest needs, with IDs populated automatically; administrators could release and modify ID pools.
- Visual quest-flow editing and dialogue editing.
- Dialogue camera templates.
On Zenless Zone Zero
Led the design of Asaba Harumasa’s and Trigger’s personal storylines, which became the highest-rated Agent Stories among players across the game’s 1.X cycle.
Education
Jiangxi Institute of Technology
September 2016–June 2020 · Visual Communication Design