Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Language
Work Experience
Unity Technical Artist Intern at Tencent Games
September 1, 2022 - September 20, 2025Developed a Unity liquid shader template for Call of Duty: Mobile’s gun skin pipeline based on Gerstner wave. Created a parametric control and wobbling effect system with C# scripts in Unity. Implemented Crossfire’s Unity character ability VFX, including Ice Spike and Hexagon Shield, used by 20,000 players, in collaboration with the design team.
Unity Technical Artist / Technical Designer Intern at Lumis Corp.
August 1, 2024 - September 20, 2025Collaborated with engineers to integrate technical features and animation systems into existing AR frameworks, optimizing for efficiency. Worked with programmers and 7 medical consultants to translate needs into technical solutions and fast prototypes in Unity. Developed a Maya rigging tool to batch-generate skeletons for patients of various types and genders, reducing production time by 90%. Developed the heart blood flow and lung prototype with parametric control systems for organ visualization.
Unity Game Design Intern at NetEase Games
September 1, 2021 - September 20, 2025Designed and created Revelation: Mobile’s game store UI with Figma and Unity C# scripts. Designed special events gameplay and developed level prototypes for two Chinese traditional festivals. Fixed level and mission system issues with developer tools in Unity. Experienced in data-driven design, managed costume, quest, and LQA data in Excel and implemented logic in Unity, collaborating with a Korean team.
Level Designer / Game Designer at Phaedonian Maze
April 1, 2023 - September 20, 2025Designed and developed core gameplay around energy transitions: electricity, light, mirrors, and fire. Built prototypes of five themed levels — temples, cave, castle, and battery factory — centered on puzzles based on energy flow. Designed, created and polished 6 level prototypes (47 puzzles total) using Blender-made props; 4+ hours of gameplay. Showcased the game at the Communication University of China’s Graduation Expo; received 600+ positive player feedbacks.
Game Designer / Level Designer / Programmer / 3D Artist at The Dream of Chained Sisyphus
March 1, 2022 - September 20, 2025Designed and developed core gameplay based on dynamic spring simulation. Designed and created prototypes of 5 levels, including the black-and-white film, deep sea, Salvador Dali, Hell and Heaven. Created character rigging and animation, and stylized environment assets with Blender.
Level Designer / Game Designer at Dongpo’s Zen World (Unity VR Game)
January 1, 2023 - September 20, 2025Developed Unity VR bow-and-arrow core mechanic themed on classic Chinese cuisine. Created, textured, rigged and animated the level environmental and enemy assets with Blender. Designed level including 4 enemy-driven arenas — Great Wall, bamboo forest, river, castle with different spawn points. Implemented three enemies: Dongpo Pork (ground), Pufferfish (flying), and Scallop (timed weak spot), requiring vertical awareness and timing.
Level Designer / Game Designer at Memory in Kunqu’s Shadow (Unity Narrative Game)
April 1, 2023 - September 20, 2025Conceived and implemented light and shadow-interaction core mechanics inspired by traditional Chinese shadow puppetry and opera. Built 5 Unity level prototypes around classical Chinese poems, pacing narrative with Jenova Chen’s emotional-intensity curve. Created 16 light-shadow puzzles (scale & color) using interactable objects including screens, moons, windows, spotlight and lanterns. Rigged 2.5D characters in Unity and animated a Kunqu-opera dance sequence used in the interaction and puzzles.
Game Designer / Programmer / Technical Artist at Rifts: Shadow’s Ascent (Team 3D Action Game)
December 1, 2024 - September 20, 2025Developed the core gameplay 'shadow step' (teleport to the nearest stealth area) and UI using blueprint/C++ with game designers. Set up character animation blueprint, cloth simulation, state machines and AI behavior tree by collaborating with artists. Conducted multiple rounds of playtesting with 750 players; iterated based on feedback and achieved a 94% positive rating.
Unity Technical Artist Intern at Tencent Games TiMi Studio
September 1, 2022 - September 20, 2025Developed a Unity liquid shader template for Call of Duty: Mobile’s gun skin pipeline based on Gerstner wave; created a parametric control and wobbling effect system with C# scripts in Unity; produced Crossfire's Unity character ability VFX (Ice Spike and Hexagon Shield) used by 20,000 players with the design team.
Unity Technical Artist / Technical Designer Intern at Lumis Corp
August 1, 2024 - September 20, 2025Collaborated with engineers to integrate technical features and animation systems into existing AR frameworks, optimizing for efficiency; translated needs to technical solutions and fast prototypes in Unity with programmers and 7 medical consultants; developed a Maya rigging tool to batch-generate skeletons for patients of various types and genders, reducing production time by 90%; developed heart blood flow and lung prototype with parametric control systems for organ visualization.
Unity Game Design Intern at NetEase Games
September 1, 2021 - September 20, 2025Designed and created Revelation: Mobile’s game store UI with Figma and Unity C# scripts; designed special events gameplay and prototypes for two Chinese traditional festivals; fixed level and mission system issues with developer tools in Unity; experienced in data-driven design, managed costume, quest, and LQA data in Excel and implemented logic in Unity with Korean Team.
Level Designer / Game Designer at Phaedonian Maze (Team 3D Puzzle Game)
April 1, 2023 - September 20, 2025Designed and developed core gameplay around energy transitions: electricity, light, mirrors, and fire; built prototypes of five themed levels — temples, cave castle, and battery factory — centered on puzzles based on energy flow transition; designed, created and polished 6 level prototypes (47 puzzles total) using Blender-made props; showcased the game at Graduation Expo and received 600+ positive player feedbacks.
Game Designer / Level Designer / Programmer / 3D Artist at The Dream of Chained Sisyphus
March 1, 2022 - September 20, 2025Designed and developed the core gameplay based on dynamic spring simulation; prototyped 5 levels, including the black‑white film, deep sea, Salvador Dalí, Hell and Heaven; created character rigging and animation, and stylized environment assets with Blender.
Level Designer / Game Designer at Dongpo’s Zen World
January 1, 2023 - September 20, 2025Developed Unity VR bow-and-arrow core mechanic themed on classic Chinese cuisine; created, textured, rigged and animated the level environmental and enemy assets with Blender; designed level including 4 enemy-driven arenas and different spawn points; implemented three enemies: Dongpo Pork (ground), Pufferfish (flying), and Scallop (timed weak spot).
Level Designer / Game Designer at Memory in Kunqu’s Shadow
April 1, 2023 - September 20, 2025Conceived and implemented light-and-shadow interaction core mechanics inspired by traditional Chinese shadow puppetry and opera; built 5 Unity level prototypes around classical Chinese poems, pacing narrative with Jenova Chen’s emotional-intensity curve; created 16 light-shadow puzzles (scale & colour) using interactable objects including screens, moons, windows, spotlight and lanterns; rigged 2.5D characters in Unity and animated a Kunqu-opera dance sequence used in the interaction and puzzles.
Game Designer / Programmer / Technical Artist at Rifts: Shadow’s Ascent
December 1, 2024 - September 20, 2025Developed the core gameplay ‘shadow step’ (teleport to the nearest stealth area) and UI using Blueprint/C++ with game designers; set up character animation blueprint, cloth simulation, state machines and AI behavior tree by collaborating with artists; conducted multiple rounds of playtesting with 750 players and iterated based on feedback to achieve a 94% positive rating.
Unity Technical Artist Intern at Tencent Games TiMi Studio
September 1, 2022 - September 20, 2025Developed a Unity liquid shader template for Call of Duty: Mobile’s gun skin pipeline based on Gerstner wave; created parametric control and wobbling effect system with C# scripts in Unity; produced Unity character ability VFX (Ice Spike, Hexagon Shield) used by 20,000 players in collaboration with the design team.
Unity Technical Artist / Technical Designer Intern at Lumis Corp.
August 1, 2024 - September 20, 2025Collaborated with engineers to integrate technical features and animation systems into AR frameworks, optimizing performance. Worked with programmers and 7 medical consultants to translate needs into technical solutions and fast Unity prototypes. Developed a Maya rigging tool to batch-generate skeletons for patients of various types and genders, reducing production time by 90%. Developed heart blood flow and lung prototype with parametric control systems for an organ visualization system.
Unity Game Design Intern at NetEase Games
September 1, 2021 - September 20, 2025Designed and created Revelation: Mobile’s game store UI with Figma and Unity C# scripts; designed special events gameplay and developed level prototypes for two Chinese traditional festivals with Unity; fixed level and mission system issues and created tools for Unity workflows; experienced in data-driven design, managed costume, quest, and LQA data in Excel and implemented Unity logic with the Korean team.
Level Designer / Game Designer at Phaedonian Maze
April 1, 2023 - September 20, 2025Designed and developed core gameplay around energy transitions: electricity, light, mirrors, and fire; built prototypes of five themed levels—temples, cave castle, and battery factory—centered on puzzles based on energy flow transition; designed, created and polished 6 level prototypes (47 puzzles total) using Blender-made props; 4+ hours of gameplay; showcased at the university graduation expo with 600+ positive player feedback.
Game Designer / Level Designer / Programmer / 3D Artist at The Dream of Chained Sisyphus
March 1, 2022 - September 20, 2025Designed and developed core gameplay based on dynamic spring simulation; designed and created prototypes of 5 levels including the black-white film, deep sea, Salvador Dali, Hell and Heaven; created character rigging and animation, and stylized environment assets with Blender.
Level Designer / Game Designer at Dongpo’s Zen World
January 1, 2023 - September 20, 2025Developed Unity VR bow-and-arrow core mechanic themed on classic Chinese cuisine; created, textured, rigged and animated level environmental and enemy assets with Blender; designed 4 enemy-driven arenas—Great Wall, bamboo forest, river, castle with different spawn points; implemented three enemies: Dongpo Pork (ground), Pufferfish (flying), and Scallop (timed weak spot).
Level Designer / Game Designer at Memory in Kunqu’s Shadow
April 1, 2023 - September 20, 2025Conceived and implemented light and shadow-interaction core mechanics inspired by traditional Chinese shadow puppetry and opera; built 5 Unity level prototypes around classical Chinese poems, pacing narrative with emotional-intensity curve; created 16 light-shadow puzzles (scale & color) using interactive objects including screens, moons, windows, spotlight and lanterns; rigged 2.5D characters in Unity and animated a Kunqu-opera dance sequence used in interaction and puzzles.
Game Designer / Programmer / Technical Artist at Rifts: Shadow’s Ascent
December 1, 2024 - September 20, 2025Developed the core gameplay ‘shadow step’ (teleport to the nearest stealth area) and UI using blueprint/C++ with game designers; set up character animation blueprint, cloth simulation, state machines and AI behavior trees by collaborating with artists; conducted multiple rounds of playtesting with a total of 750 players; iterated based on feedback and achieved a 94% positive rating.
Education
Master of Entertainment Technology at Entertainment Technology Center, Carnegie Mellon University
January 1, 2023 - January 1, 2025Bachelor of Digital Entertainment (Game Design) at Communication University of China
January 1, 2018 - January 1, 2023Master of Entertainment Technology at Entertainment Technology Center, Carnegie Mellon University
January 1, 2023 - January 1, 2025Bachelor of Digital Entertainment (Game Design) at Communication University of China
January 1, 2018 - January 1, 2023Master of Entertainment Technology at Entertainment Technology Center, Carnegie Mellon University
January 1, 2023 - January 1, 2025Bachelor of Digital Entertainment (Game Design) at Communication University of China
January 1, 2018 - January 1, 2023Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment, Education, Computers & Electronics
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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