Game Design & Development

Hey, Girlie!
A visual novel dating sim based on Fantasy High: Junior Year. Fan project unaffiliated with Dimension 20 or Dropout. Playable on itch.io. Code on GitHub.
As the lead developer and producer, I...
- Designed and implemented core location-based gameplay loop of visual novel dating sim for PC, MacOS, and browser, receiving 10k combined downloads and browser plays in first week of release
- Shipped weekly builds for internal playtesting, implementing accessibility features like a tutorial and location hints following playtest feedback
- Created and wrote documentation for modular gameplay components using Unity, C#, and Yarn Spinner
- Developed workflow and timeline for 52-member cross-functional international team, communicating via Discord and tracking deadlines and progress with Trello and Google Sheets
- Reviewed code and implementation changes by 3 other developers on GitHub

The Many Meow-steries of Tiramisu Apartments
A heartwarming kinetic visual novel with point-and-click elements developed in November 2024 (GitHub Game Off, 1 month). Playable in browser on itch.io. Code on GitHub.
As a programmer in a team of 7, I...
- Implemented reusable framework for narrative and minigame using Unity, C#, and Yarn Spinner
- Wrote step-by-step guides and documentation for writers and developers
- Mentored two other programmers new to tech stack through pair programming and GitHub code reviews, empowering them to implement critical gameplay features by weekly sprint deadline
- Flexed as 2D artist and visual designer for Marie-Elle, Dorian, main menu splash art, and credits

Gold Lining
A narrative platformer about a Chinese American protagonist finding her way home from a fantastical realm which received $100k+ in funding from Microsoft ID@Xbox and Code Coven. No longer in development. Steam page.
As a level designer for Sondering Studio from June - September 2023, I...
- Prototyped 4 playable levels in Unity as only level designer, iterating following feedback from studio leads
- Designed puzzles to teach new mechanics (danger/respawning, breaking rocks to create platforms, light-based platforms), escalate known mechanics, communicate emotional experience, and escalate in difficulty
More details about my work can be found in this doc.