Party Versus
🔗 Available on Meta Quest Store
🔗 More on Schell Games
Time:
June 2023 - March 2024
Tools & Platforms:
Unity
Meta Quest
Unreal
Meta Horizon Worlds
Perforce
Google Suits
JIRA
Photoshop
Design Areas:
MR
Multiplayer
UX & Accessibility
Spatial Gameplay
Interaction Design
Social Mechanics
Score Tuning
Game Balancing
Feedback System
Contributions:
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Led the Minigame Pod, overseeing the creation of 20+ MR minigames aligned with creative and gameplay goals.
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Collaborated across design, engineering, art, and UI/UX to deliver polished experiences through rapid prototyping.
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Designed intuitive, accessible 3-minute games with multiple strategies and strong replay value.
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Run weekly global playtests, balancing difficulty and fun for all ages.
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Coordinated feedback systems (visuals, haptics, sound) with UIUX and audio teams.
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Managed scoring, pacing, and balancing to support fairness and engagement.
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Streamlined workflows, improving team coordination and iteration speed.
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Documentation on MR gameplay principles, minigame production, and cross-team collaboration.
Among Us VR
🔗 Available on Meta Quest | Steam
🔗 More on Schell Games
Time:
December 2022 - June 2023
Tools & Platforms:
Unity
Meta Quest
Git
C#
SVN
Google Suits
JIRA
Photoshop
Design Areas:
VR Gameplay
Level Design
Map Design
Unity Animation
Interaction Design
UI/UX
Social Mechanics
Feedback System
Comfort Design
Contributions:
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Designed the new “Polus Point” map for Among Us VR, bringing the classic Polus into full 3D place.
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Focused on map layout, including vent placement and room arrangement to balance visibility and strategy in VR.
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Animated a mining drill interaction using Unity’s Animator for one of the core minigames.
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Scripted gameplay logic and object interactions in C#.
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Prototyped and tested VR tasks, vents, and sabotage for smooth interaction.
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Led global playtests, especially with younger players, to understand user behavior and social fun.
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Solved issues like cheating via physical movement by designing room boundaries and warning systems.
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Collaborated with engineers, artists, and UI/UX to polish tasks and visuals.
Puzzle Sculpt
🔗 Available on Apple Arcade
🔗 More on Schell Games
Time:
February 2024 - July 2024
Tools & Platforms:
Unity
Apple Vision Pro
Figma
C#
Perforce
Google Suits
JIRA
Photoshop
Git
Design Areas:
MR
Level Design
Puzzle Design
Difficulty Balancing
Interaction Design
Playtest Analysis
Feedback System
Visual Scripting
Spatial Reasoning
Contributions:
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Extracted gameplay logic from 3D sculpture forms to shape level structure and ensure puzzle variety.
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Developed a custom difficulty-balancing system using clue parallelism to manage pacing and avoid repetition.
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Scripted level logic in Unity; prototyped mechanics and designer tools to accelerate iteration.
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Balanced 50+ levels for progression, maintaining cognitive engagement and gameplay diversity.
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Led internal playtests to refine clarity, flow, and challenge.
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Documented puzzle logic and balancing strategies for team-wide reference.
Magic Reveal
🔗 Try out the Prototype
Time:
January 2025
Tools & Platforms:
Unity
Logic Pro
Figma
C#
Photoshop
Git
Audacity
Notion
WebGL
iOS
Design Areas:
Rhythm Game
Sound Design
Gameplay Programming
Level Design
Playtesting
UI/UX
Contributions:
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Conceived the core idea and led the full development cycle from concept to launch as Project Lead and Developer.
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Composed original background music in Logic Pro and created all sound effects.
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Developed the full game in Unity (C#), including logic, interactions, and WebGL build.
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Directed art team—set the visual theme, provided references, and guided VFX details.
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Worked with education experts to align gameplay with focus training and behavioral screening.
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Led school-based playtests, tuned difficulty and pacing, and added tutorial to improve onboarding.
Monster Band
🔗 More on MEandMine
Time:
March 2025
Tools & Platforms:
Unity
Logic Pro
Figma
C#
After Effects
Git
Krotos Studio
Notion
WebGL
iOS
Design Areas:
Music Game
Sound Design
Loop Mixing
Interactive Audio
Prototyping
Playtesting
Tech Design
Contributions:
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Created game concept, mechanics focused on emotional expression and freeform music play, inspired by Incredibox.
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Composed and produced 20+ layered music tracks and sound effects, designed to freely combine, while conveying a consistent emotional tone.
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Designed and implemented a directional audio system for immersive and intuitive interaction.
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Directed and designed 20+ character animations to match music cues; Led art team in visual production.
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Built a Unity prototype for hands-on testing and design iteration.
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Developed core drag-and-drop interaction for expressive, open-ended play.
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Run school playtests to evaluate engagement and emotional clarity.
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Managed cross-functional collaboration and production schedule.
Sky Breeze
🔗 Read my Design Document
Time:
November 2024
Tools & Platforms:
Unity
Logic Pro
Figma
C#
Git
AIGC
Wwise
Notion
WebGL
iOS
Design Areas:
Breathing Game
Music Therapy
Sound Design
Prototyping
Playtesting
Custom Input System
Kids Education
Innovative Mechanics
Level Design
Contributions:
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Created the original game concept blending breath control, rhythm, and emotional self-regulation.
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Developed a Unity prototype with custom mic input detection for breath/blow interaction.
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Fine-tuned microphone input handling for accuracy and responsiveness across devices.
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Composed soothing background tracks and interactive note sequences for multiple breathing rounds.
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Designed and prototyped a layered sound feedback system to match inhale, exhale, and hold phases.
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Used AIGC tools to generate background visuals and guide overall art direction.
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Led school-based playtests; used behavioral data to adjust pacing, difficulty, and onboarding.
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Collaborated with educators and psychologists to align gameplay with self-regulation goals.
Beats DJ
🔗 More on MEandMine
Time:
October 2024
Tools & Platforms:
Unity
Logic Pro
Figma
C#
Git
Notion
WebGL
iOS
Design Areas:
Music Editing
Interactive Audio
Sound Design
Real-Time Feedback
UI/UX
Playtesting
Contributions:
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Designed gameplay system for remixing emotion-based music templates
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Composed and layered base tracks for each emotional theme (e.g. joy, calm, frustration)
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Built grid-based editor with live audio response and tap/drag inputs
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Designed intuitive UI for playful multi-track editing
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Balanced freedom and structure to support creative self-expression
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Led collaboration with developers to ensure smooth touch and audio sync
Dreamy Ninja
🔗 More on MEandMine
Time:
February 2025
Tools & Platforms:
Unity
Figma
Git
AIGC
Excel
Logic Pro
Notion
WebGL
iOS
Design Areas:
AI Narrative Design
Interactive Storytelling
Project Management
Modular Content System
Audio Design
Emotional Learning
Character Animation
Contributions:
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Created the original game concept and validated its emotional learning goals with educators.
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Led cross-functional collaboration with artists, engineers, educators, writers, and voice actors.
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Directed content development—defined visual style, story structure, and modular 6-panel comic format.
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Designed full narrative system with emotional cues for AI to generate story variations.
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Developed internal workflow tools in Excel to streamline data input and cross-team efficiency.
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Designed background music, SFX, and managed voiceover recording.
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Oversaw system design for emotion tagging, backend story logic, and user data tracking
Big & Small
🔗 More on MEandMine
Time:
December 2024
Tools & Platforms:
Unity
Logic Pro
Figma
C#
Git
Notion
WebGL
iOS
Design Areas:
Level Design
Balance System Prototype
Unity Physics
Audio Design
UI/UX
Playtesting
Contributions:
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Designed core gameplay to help children judge “big vs. small” issues.
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Prototyped the balance mechanic using real-time Unity physics.
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Designed Audio to create tension and focus during decision-making.
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Built and implemented multiple levels in Unity, each introducing new obstacles and challenges.
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Conducted iterative playtests to balance learning goals with engaging gameplay.
Calming Corner
🔗 More on MEandMine
Time:
October 2024
Tools & Platforms:
Unity
Audacity
Figma
Git
WebGL
iOS
Design Areas:
Experience Design
Interaction Design
Audio-Visual Design
UI/UX
Contributions:
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Designed the ambient weather selector feature, allowing players to personalize their calming experience.
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Defined audio direction and composed layered ambient tracks (e.g. rain, wind, birdsong) for emotional regulation.
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Implemented dynamic audio-visual pairing—each weather type triggers matching visual effects and white noise.
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Designed UI/UX for intuitive interaction and seamless environment switching.