Game Design
- Core gameplay and systems structure design
- Narrative and level pacing prototyping
- Testable, iterative gameplay frameworks
I turn abstract ideas into testable, iterative gameplay through systems design and engineering.
I am a systems-focused game designer who also handles engineering implementation.
My work usually starts with gameplay structure, weaving in narrative, space, and interaction to build systems players can understand and explore repeatedly. I am skilled at breaking fuzzy ideas into clear rules, states, and feedback, then validating quickly through prototypes.
View resumeBubono's Bumperland Systems-driven RPG (core project) Led overall gameplay structure and core systems design Built multi-themed branching worlds (Burg / Abyss / Big Bang) Designed distinct spatial pacing and play experiences under shared rules Shanhe Wuxia-themed systems and narrative exploration Used "jianghu relationships" instead of numeric growth as the core driver Designed choice-led storylines and branching structure Explored how reversal-driven narrative lands within gameplay pacing
Stairs in the Woods Environmental and spatial narrative experiment Explored the visual and spatial contrast between a realistic forest and low-poly elements Used spatial transitions and teleport structures to express world shifts Focused on mood and spatial experience rather than complex mechanics Ink 2D platform action prototype Used "drawing/brushstroke" as the core interaction Explored how input methods directly shape combat and movement Focused on feedback, feel, and pacing control
AukAdyssey Narrative-driven RPG prototype Designed systems around "escape and growth" Aligned story progression with player goals Validated early levels and narrative pacing
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For collaboration or project ideas, feel free to reach out.