MA Games Design student at UAL working in Unity and Unreal on action combat, procedural survival, puzzle and stealth projects. I connect movement, combat rules and feedback, then test encounters.
Selected projects
Hollow of the Clock
Jul-Dec 2025Director & Lead Designer - Gameplay, Combat & Level Design
Nine-person student team · Unity 6.2 / Corgi Engine
- Removed shooting so combat focuses on grappling towards enemies for close-range kills. Our nine-person team delivered a complete playable flow before the deadline.
- Led the final Unity rebuild on Corgi Engine, specifying and integrating grappling, kill recovery, dash charging, style ranks and adaptive music with AI assistance.
- Built the tutorial and main level, revising enemy placement and pressure after testing with about six players.
Graviturn
Jan-Jun 2026Final Level Integration, Sound & VFX
Three-person coursework team · Unity 6 / 2D URP
- Connected existing rooms and systems into the final route, removing repetitive puzzles and repairing backtracking. Teammate Kun Lin created the initial systems and rooms.
- Defined a box respawn rule that keeps return routes open after resets, then verified it in play.
Outside the Blue
Game Design & Direction / Gameplay Implementation
Collaborative team project · Unity 2022.3
- Designed the salvage, crafting and ship-repair loop around limited oxygen and propulsion.
- Defined movement around inertia, grappling and recoil and implemented it with AI assistance; programming credits list the whole group, as the course required.
Thoradin
Jun-Dec 2024Solo project - Systems, Enemy AI, Level and Balancing
Solo project · Unreal Engine 5 / Blueprint
- Built Behavior Tree guard AI with sight and hearing: 3000 cm sight radius, 70-degree vision, 300 cm melee trace.
Published mods
Designed and published quality-of-life mods for RimWorld (1,650+ hours played) and Quasimorph, with AI-assisted code.
Work experience
Project Support Intern · Shanghai Lianping Culture & Technology Co., Ltd. · Jul-Aug 2025
Wrote and laid out bid documents, organised supporting materials and designed promotional posters.
Implementation workflow
I set rules and acceptance criteria, use Claude Code and Codex to assist implementation, then integrate, test and tune. I wired Thoradin’s Blueprint logic by hand, without AI assistance.