Curriculum vitae

Siyuan Xu

Gameplay & Combat Designer

MA Games Design student at UAL working in Unity, with completed team projects in action combat, procedural survival and puzzle design. I connect movement, combat rules and player feedback, then use testing to refine encounters and onboarding.

Selected projects

Hollow of the Clock

Jul-Dec 2025

Director & Lead Designer - Gameplay, Combat & Level Design

Nine-person student team · Unity 6.2 / Corgi Engine

  • Reduced scope by removing shooting and focusing combat 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 using Corgi Engine, specifying and integrating grappling, kill recovery, dash charging, style ranks and adaptive music through an AI-assisted workflow.
  • Built the tutorial and main level; testing with approximately six players informed changes to enemy placement, early combat pressure and safe learning spaces.

Graviturn

Jan-Jun 2026

Final Level Integration, Sound & VFX

Three-person coursework team · Unity 6 / 2D URP

  • Connected existing rooms and systems into the final playable route, removed repetitive puzzles and repaired backtracking failures. The initial systems and rooms were created by teammate Kun Lin.
  • Defined a box respawn rule that preserves return routes within the current session, then verified the integrated implementation through death, reset and return traversal.

Outside the Blue

Game Design & Direction / Gameplay Implementation

Collaborative team project · Unity 2022.3

  • Designed the salvage, crafting and ship-repair loop, linking progression to traversal tools and limited oxygen and propulsion resources.
  • Defined physics-driven navigation and interactions around inertia, grappling and recoil, with credited collaboration across programming, system design, level design and UI.

Published mods

Wrote design specifications for quality-of-life mods for Quasimorph, with AI-assisted production: CentralManagement and ItemTracker.

Implementation workflow

For my Unity projects, I specify rules and feedback, use AI tools to assist code implementation, then integrate, test, debug and tune the results.