Cyberpunk 2077: Phantom Liberty
Open World, Action Adventure RPG
I designed the Combat Encounter, AI Behaviors, Weapon Progression and Score System for a high-lethality 2D run-n-gun arcarde experience for Cyberpunk 2077: Phantom Liberty. I also led a team of 3 programmers as the project's lead game designer.
Role: System, Combat, Encounter, Level Designer
Key Results:
- Successfully design, intergrate an old school contra style, high-lethality 2D run-n-gun arcade experience for the modern audience.
- Designed high-lethality 2D combat zones where survival and scoring are tethered to spatial mastery and exploiting weapon-swapping by matching specific weapon trajectories.
- Aggresive enemy placement that persistently challanges player's spatial awareness with constant positioning.
- Mitigate frustration with controlled placements of fixed powerups (1up, weeapon upgrade) that balance randomness vs predictabiltiy while keeping the high lethality tension.
Key Contributions:
- Designed, tuned, and balanced gameplay systems, including mechanics, level layouts, AI behaviors, weapons and enemy placements.
- Managed the QA process, including bug tracking, report creation, and task allocations.
- Conducted both occuring and impromptu feedback sessions with programmers on a tight deadline.
- Feature ownership of all implenented systems throughout the project. (NPC Behaviors, Weapons, Enemy Spawn Logic, etc)
Technical Documentation:
Gameplay Video
Warden Ascent
Turn-based Battle RPG
A f2p monster collection game based on the Pixelmon IP, featuring challanging turn-based combat and deep progression loop.
Role: System, Combat Designer
Key Results:
- Designed challanging encounters puzzles (campaign, PvP bots) that encourages team loadout optimization to achive optimal reward payout.
- Optimized encounter design for new player and increased the overall completion rate of the beginning campaign by 15%.
Key Contributions:
- Pitching game’s vision including concept, gameplay, story, and functionality.
- System design ownership, tuned, and balanced gameplay systems, including mechanics, economy, and monetization in Unreal Engine.
- Iterated on designs using playtests, metrics, UX testing, and feedback.
- Produced design documentation and identified improvements to features and design processes.
Technical Documentation:
Bake N' Switch
Single-player / Co-Op, Strategy Puzzle
Embark on a 'Bun Solo' single-player adventure or team up with other Bakers to catch, throw, and bake a'dough'rable living bread creatures!
Role: System, AI, Encounter Designer
Key Results:
- Designed encounter puzzles that challanges player spatial awareness, positioning, and AI management for optimal high score requirements.
Key Contributions:
- Prototyped 50+ level layout in Unreal Engine.
- Identify improvements to existing features and design process.
- Feature ownership of post-game unlockable hard mode encounter and balancing design.
Iterative Systems Design: Solving the 'Dead Turn' in Tactical Combat
Goal: To achieve fast-pace combat action experience in analog encounter.
Problem: Traditional dice roll "Misses" outcome amplifies percieved frustration in an analog high-density combat encounter scenario.
Problem: Traditional dice roll "Misses" outcome amplifies percieved frustration in an analog high-density combat encounter scenario.
Solution: Momentum System offloads the dice roll RNG "Misses" to execution-based.
Result: Cleared 22-enemies encounter in average 9 turns (60% faster).
Technical Documentation:
Interactive Demo:
Multiversus
Platform Fighter
MultiVersus is a free-to-play fighting game developed by Player First Games and published by Warner Bros. Games.
Role: Technical Design Auditing
Key Contributions:
- Verify pre-launch roster balance integrity with frame analysis.
- Playtest character rosters in early builds and identified improvements to balancing and team synergies.
- Consolidates improvement report and submit for client review.
- Design and draft fighters' movesets for the post-launch roster of Multiversus.
MultiVersus is a free-to-play fighting game developed by Player First Games and published by Warner Bros. Games.
Role: Technical Design Auditing
Key Contributions:
- Verify pre-launch roster balance integrity with frame analysis.
- Playtest character rosters in early builds and identified improvements to balancing and team synergies.
- Consolidates improvement report and submit for client review.
- Design and draft fighters' movesets for the post-launch roster of Multiversus.
Sniper Ghost Warrior: Contract
Stealth, Tactical Shooter
Play as a paid assassin; a hit man for hire. With hundreds of ways to take down a wide range of targets, Contracts offers precise, strategic sniping gameplay at its absolute best.
Role: System Designer
Key Contributions:
- Define the balancing and uniqueness of sniper rifles through statistical adjustments in CryEngine.
- Iterated on designs using playtests, UX testing, and feedback from both internal and clients.
Odyssey Of Phoenix
Action, Adventure RPG
This is an education game project aimed to introduce the player with basic concepts of Object Oriented Programming (OOP). The gameplay is inspired by The Legend of Zelda: Link's Awakening.
Role: Game Designer
Key Contributions:
- Designed and implemted all the levels on "Tiled" map editing software.
- Produced design documentation for game features, in-game dialogues and objectives.
- Designed enemy behaviors and boss attack choreography.
- Iterated on designs using playtests.
Other Technical Documentations
Combat Design: Click here to view
Design Brief: The Crypt of Mystra's Knight
The Challenge
To design a systemic, objective-based boss encounter that leverages environmental hazards and AI-priority shifts to prevent "static" combat.
Core Design Pillars
Systemic AI: Enemies prioritize the quest item over the player, creating a "Keep-Away" secondary objective.
Environmental Pressure: A clockwise "Gas Filling" mechanic acts as a soft-enrage timer to force constant movement.
Narrative Agency: Three distinct entry/exit paths (Persuasion, Trial, or Combat) ensure player choice impacts technical difficulty.



