Director, Lead Engineer, Producer · Team of 7 · Jan 2024 - May 2026
First-person, Narrative | Playtime: 40 minutes
Before Closure is a first-person narrative game where you sort through a box of personal items from a past relationship. With an experimental eye-tracking mechanic, you will close your eyes in real life and fully immerse yourself in a world of sound and memories.
Recognitions
2025 Boston Festival of Indie Games - Excellence in Narrative
2025 Boston Festival of Indie Games - Best Student Game
as Game Director...
Rapid-prototyping
Prototyped 6 playable narratives in 6 months and explored the possibilities of eye-controlled interactions, eventually landing on the right mechanic and story that shaped the experience goals of Before Closure.
Interactive narrative design
Collaborated closely with a talented core team of writer, lead artist, composer, and voice director to design both the overall narrative arc and the detailed interactive narrative beats under tight resource and time constraints.
Creative direction
Aligned the team behind a single creative vision through open communication, succinct documentation (e.g., Game Design Macro), and playable prototypes, which kept the production well-scoped and the team on the same page while working with a relatively experimental and unconventional form.
as Lead Engineer...
Eye detection
Researched and experimented with various technical solutions, building a lightweight, real-time, webcam-based eye detection system in Unity as the technical foundation of the project.
Project architecture
Designed and implemented project architecture across systems like scene management, input, interaction, and audio, establishing boundaries and standards that empower the engineering team to collaborate on and contribute to the codebase in a modular way.
Team management
Managed two engineers throughout preproduction and full production: assigning tasks, tracking progress, and leading code reviews.
Implementation
Authored in-engine narrative and gameplay sequences of a 4500-word script, owning the execution of the second-to-second experience while keeping it aligned with the larger project goals.
Debugging
Debugged across internal and third-party open-source code using IDE debugging and Unity profiling tools; shipped 40+ versioned stable builds for Windows and macOS to support weekly playtests and major milestones.
as Producer...
Team recruitment
Recruited a 7-person core team and coordinated a total of 23 contributors across graphic design, voiceover, audio production, localization, and other disciplines over the course of development.
Project management
Maintained the project's scope and made sure deadlines were met across two years of production, delivering a 40-minute narrative game plus an additional “Epilogue Mode” at release.
Voiceover production
Worked closely with the voice director and casting team to schedule, cast, and produce a fully voice-acted 4500-word script with 2 voice actors.
Localization production
Organized and produced localization across 5 languages, including full voice localization for English and Mandarin.
Playtesting
Conducted 51+ official playtest sessions across different stages of development, analyzing both quantitative survey data and qualitative feedback to inform design iteration.
Publisher relationship
Collaborated with publisher Dopoco Games on milestone deliveries, driving 1000+ new wishlists from Steam Next Fest and hitting 1300% of the crowdfunding goal on Modian.