Multiple Projects · 2021 - 2025
Released on Steam | First-person Narrative | Unity | 2024 - 2026
Before Closure presented a unique "level design" challenge: how can we create a sense of progression in one bedroom when the player cannot move?
With limited resources, we worked within two constraints:
The entire game takes place in the same bedroom;
The player interacts with a box of items through a first-person camera that can rotate but stays fixed.
Although audio drives the experience, I wanted the environment to support the narrative arc. During pre-production, I partnered with our art lead, Xindi Zhang, on three approaches:
1. Lighting Progression
We designed the story to begin with packing in midnight and end with moving out in the early morning.
The lighting changes reflect the journey from sweet memories through bitterness to acceptance and closure.
It also gradually reveals more details of the room.
2. Changes in Visual Style
At the climax, when the protagonist is overwhelmed by memories, we shift to a point-cloud visual style to reveal the bedroom’s past as the couple’s shared home.
3. Audio and Focus Progression
Audio: The room tone builds from near silence in Act 1 to a subtle fluorescent hum in Act 2, then blends with an urban soundscape coming through the window by the ending.
Depth of field: The background gradually comes into focus, revealing more of the room as the story progresses.
Personal Project | VR Exploration | Unity | 2021
I took this interior level from concept through whiteboxing, set dressing, collision editing, and gameplay implementation.
The primary goal is to create a sense of curiousity as the player explores the character's old home in a wheelchair.
What worked: The Father's Workshop caught many playtesters’ attention early in their exploration and gave them something to look forward to.
What didn't go well: Players repeatedly crossed the living room without new narrative beats, interactions, or changes to keep those return visits interesting.
Released | Open-world RPG | Proprietary Engine | 2021
Configured gameplay props and level bounds for two new zones in Windtrace, a "prop hunt" hide-and-seek event, using miHoYo's proprietary level editor.
Balanced enemy compositions, wave sequencing, and encounter pacing for a tower-defense event released in Version 2.6.
Unreleased Internship Project at miHoYo | Third-person Shooter Roguelite | Unity | 2021
Designed, prototyped, and iterated on a procedural level-generation system with 8 different types of level modules, delivering clear specs and whitebox levels to the environment art team.
Configured encounters within each level module.