As a gameplay and level designer with a robust programming background, I firmly believe that the key to success lies in a comprehensive understanding of both art and technology. Embracing an iterative design approach and a thorough prototyping process is crucial in crafting engaging and immersive experiences for players.

  • Engine: Unreal, Unity, Phaser

  • Language: C++, C, C#, Python, Java, Typescript

  • 3D Software: C4D, Maya, Blender

  • Design Focus: Gameplay & Level Design

  • Tech Knowledge: Gameplay Programming, Graphic Theory, Multi-Player Framework, AI Integration into Game Dev Process

  • Art Skill: Basic 3D Modelling, 2D Painting

2023-present Technical Game Designer at Synthesis Teams

2021-2023 MS, Game Design & Development, Rochester Institute of Technology (GPA: 3.99/4.00)

2016-2020 BS, Electrical and Computer Engineering, University of Michigan-Shanghai Jiao Tong University Joint Institute

Game Design Work at Synthesis

At Synthesis Teams, games are the curriculum. Originally developed within the SpaceX lab school, Synthesis is built on a radical premise: that children learn best not through instruction, but through challenge — diving into complex, open-ended problems with no rulebook and no single right answer.

As a game designer here, I sit at the heart of that mission. I design games that are simultaneously engaging and educational — striking a precise balance between compelling enough to keep kids leaning forward, and structured enough to build real skills like strategic thinking, communication, and adaptability. The challenge is that the learning can never feel like learning. If a game feels like a lesson, it fails.

Ducks Amok (Proud Of)

Ducks Amok is a real-time card game where players take on the role of duck gods, guiding their lost believers to the promised land of Ducktopia — all while protecting them from the Phantom Owl and other dangers that lurk in the night.

  • Led the game as Lead Game Designer from concept to completion

  • Implemented and iterated on gameplay systems and narrative design


Polis

Polis is a Greek-themed real-time strategy game where players build supply chains across a variety of resources. They expand their territory, unite villages, and erect temples — all in pursuit of prestige and dominance.

  • Led the game design of Polis 3.0, rebuilding upon the foundation of version 2.0

  • Redesigned core gameplay systems and contributed to the development of a new art style


Batteries Not Included

Batteries Not Included is a chaotic, collaborative tower defense game where players take on the role of a computer's defense system, fending off waves of viruses unleashed by an AI. Using copper and metal bars, players craft batteries and ammo — all while distributing resources strategically across their defenses.

  • Led the game design of Batteries Not Included 2.0, expanding upon the foundation of version 1.0

  • Designed and implemented an elemental virus system, adding a new layer of strategic depth to the gameplay loop


Proxima

Proxima is a space exploration game where players pilot their own spaceship across the galaxy. They discover uncharted planets, cultivate them, and harvest their resources.

  • Led the game design of Proxima 2.0, expanding upon the foundation of version 1.0

  • Designed and implemented a satellite system, empowering players to build and manage their own empire across the stars

Game Design Work at RIT

The Pact is a thrilling Rogue-like magic shooter where players make a pact with a mysterious demonic voice to save their family's souls and destroy an astral world.

  • Led the game as Lead Game Designer from concept to completion

  • Crafted gameplay systems, level design, and narrative from the ground up