I specialize in game design with a focus on level design and gameplay mechanics. I have developed multiple indie game demos and participated in various game jam projects, working with both Unreal Engine and Unity. Through internships at several large game companies, I gained hands-on experience and insight into professional game development pipelines.I am currently an MFA student in Design and Technology at Parsons School of Design. My work sits at the intersection of game design, animation, and interactive media, with a strong interest in integrating artistic expression, systems thinking, and gameplay-driven experiences. I am passionate about exploring new creative possibilities in games and interactive works that blend art, technology, and play.
Here, you can check out what I'm working on.
I try my best to create things with ❤

A 3D rendered climbing game in a 2D cartoon style, where players navigate paths and interact with NPCs to find their way to the top. Timing jumps correctly allows for smooth traversal without the challenges of drop damage or endurance, creating a relaxing, zen-like experience. The project is developed on the Unreal 5 engine.
VIEW DETAILSA 2D puzzle platformer where players move on a spherical planet, dynamically adjusting its size by moving left or right. The goal is to reach a target size while overcoming obstacles like spikes and enemies. The game features mechanics such as planet inversion and portals to enhance navigation and puzzle-solving.
VIEW DETAILSAn innovative single-player puzzle game that combines classic Sokoban mechanics with modern biological cellular behavior. The project is developed on the Unity 3D engine, designed for the Windows platform.
VIEW DETAILSUX/Controller Design: This VR experience is designed for individuals with dental anxiety, providing a means to distract and engage them during dental procedures. The design principle incorporates the use of a controller to navigate the environment, with the handle allowing users to adjust direction and the grip enabling them to control movement speed.
VIEW DETAILSThis project involves designing and creating a scene map in Unreal Engine 5, focusing on implementing standard 3D walking simulator mechanics. The goal is to craft an immersive environment that encourages exploration and interaction.
VIEW DETAILSThis document presents an analysis of the game, focusing on the dynamic difficulty system in Resident Evil 2. Utilizing two plugins, the study examines how the game calculates the dynamic difficulty score and its impact on players' control behavior.
VIEW DETAILSA slow-paced detective GUI game. Player need to collect and compare the information offered in the game in limited number of rounds so as to complete reasoning.
VIEW DETAILS
