Available to hire
Hi, I’m Wenyi Xu—a creative systems designer with 2 years of experience crafting engaging game modes and live content for Arknights, a globally successful multiplayer RPG with 600K DAU. I design progression systems, itemization, and balance mechanics that align with player motivations to drive long-term engagement.
Currently pursuing a master’s in game development, I focus on delivering novel gameplay experiences through iteration, scripting, and cross-disciplinary collaboration. I enjoy partnering with UI/UX teams, narrative designers, and data analysts to tune mechanics and craft accessible, replayable experiences.
Experience Level
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Language
English
Fluent
Work Experience
Game Designer at Hypergraph Network Technology
July 1, 2024 - September 12, 2025VR rhythm-based rehab game design to support ICU patients in regaining mobility and encouraging engagement in physical therapy exercises. Designed and developed VR game software in Unity applying VR best practices to enhance user experience and therapeutic impact. Created an in-editor rhythm level editor for clinicians to design patient-specific sessions. Collaborated cross-functionally with UI/UX teams, narrative designers, and analysts to tune mechanics based on patient behavior and reception. Used internal scripting tools to prototype and implement mode mechanics and enemy variants.
Game Designer / Systems Designer / Tech Artist at Bigger Boss Games
July 1, 2022 - September 12, 2025Co-designed and prototyped multiple game modes in Pirate’s Booty and original UEFN mini-games, using Verse scripting and Fortnite Creative tools. Developed modular game logic and interactive systems (e.g., vehicle spawning, VFX feedback, player progression hooks) with a focus on iteration speed and player clarity. Collaborated with designers and artists to balance player actions, rewards, and pacing in short-session multiplayer content. Applied live design thinking to ensure each mode aligned with intended fantasy and play style, while being accessible and replayable.
Game Designer / Game Developer / UI/UX Designer at Epitaph 1997
January 1, 2025 - PresentDesigned and implemented an isometric action RPG inspired by Taoist exorcism and folk lore. Built a modular spellcasting system where players craft and combine talismans using elemental runes. Developed combat progression systems, including affix-like modifiers and enemy type counters, to enhance tactical depth. Scripted and tested item progression and combat scenarios in Unity.
Game Designer / System Designer at Pop Art
August 1, 2025 - September 12, 2025Created for the 2025 Global Game Jam under the theme 'Bubble'. Pop Art is a fast-paced bubble wrap-popping game with a strategic core. Developed a player progression system with unlockable abilities and stat upgrades; built an item and weapon system allowing players to draw and equip cards with special effects like explosive bursts, time slow, or multi-pop. Designed and implemented a clean and responsive UI/UX system optimized for quick interaction and visual feedback under a time constraint.
Game Designer / Systems Designer / Technical Artist at Hypergryph Network Technology
July 1, 2024 - September 12, 2025Designed and shipped multiple roguelike game modes for Arknights, a live-service mobile RPG with 2M MAU and 600K DAU. Led the full development cycle of Arknights’ 4th roguelike mode: integrated a modular talent tree, branching encounter design, and backpack-based resource systems to expand gameplay diversity and player agency. Led the design and development of an interactive rhythm-based seasonal mode that combined narrative-driven progression with rhythm-based skill expression. Collaborated cross-functionally with UI/UX, narrative design, and analytics teams to tune mechanics based on player behavior and reception. Used internal scripting tools to prototype and implement mode mechanics and enemy variants.
VR Developer at Duke University – VR Lab / I^3 Lab
May 31, 2022 - September 12, 2025Developed a VR-based serious rhythm game to support ICU patients in regaining mobility and encouraging engagement in physical therapy exercises. Built the game in Unity, applying VR best practices to enhance user experience and therapeutic impact. Created an in-editor rhythm level editor for clinicians to design patient-specific sessions. Conducted user research with ICU patients and nurses; iterated on mechanics and balance to optimize therapeutic outcomes.
Education
MEng in Game Design, Development, and Innovation (GDDI) at New York University
August 1, 2024 - September 12, 2025BFA in Game Design at Duke University
August 1, 2018 - May 1, 2022MEng in Game Design, Development, and Innovation (GDDI) at Duke University
August 1, 2024 - May 1, 2026BFA in Game Design at New York University (Tisch School of the Arts)
August 1, 2018 - May 1, 2022Qualifications
IEEE VR 2025 Paper Accepted
August 1, 2024 - August 1, 2025IEEE VR 2025 Publication – Paper on VR rhythm-based rehab system
August 2, 2024 - September 12, 2025Industry Experience
Gaming, Media & Entertainment, Software & Internet, Healthcare, Education
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