Ray Hsiao | <!-- -->Game Design & Development<!-- -->

Ray Hsiao

Game Design & Development

A gif of the opening of Hey, Girlie!, in which Kristen is intercepted by Principal Aguefort in the halls of Aguefort Adventuring Academy

Hey, Girlie!

A visual novel dating sim that encourages the player to pay attention, paralleling what the protagonist needs to work on in her relationships. Developed for web, PC, and Mac using Unity and C#.

I served as game director, designer, and engineer, leading an international team of 52 creatives.

**This is a Fantasy High fan project unaffiliated with Dimension 20 or Dropout.**

A long gif of a 2.5D RPG featuring a hero in a squirrel-tail knight helmet, colorful squirrel allies, and sneaky raccoons

Quest for Dendoro

A 2.5D action-adventure RPG developed with and for 4th and 5th grade students, featuring light customization, puzzles, and combat. Developed for web (mobile-compatible) in Unity with C#.

I was a producer, programmer, and designer for the project.

A gameplay gif of menial point-and-click tasks (checking off reports, making coffee, sending emails, downloading files) in a dreary office environment

Keep Up the Good Work!

A 2D point-and-click game that simulates being trapped in a stressful and demeaning job, developed in a weekend for Global Game Jam 2026 (theme: mask).

As a technical designer in a team of 5, I...

  • Pitched, designed, and implemented core gameplay systems of player stamina and quick-time event minigames
  • Scoped short, snappy gameplay loop for high level of polish within ~24 hours of development time in Unity and C#
  • Implemented quicktime events to be easily extensible for more minigame variations

A gif of a 2D pixel shooter game, featuring lots of enemies swarming the player

Ondine: Prototype

A 2D pixel shooter centered around swapping weapons and surviving hordes.

As a programmer for Pier38 from September 2024 - March 2025, I...

  • Delivered new features, including but not limited to unlockable levels, difficulty modes, tutorials, save system, and balance changes, ahead of schedule, reducing turnaround from 1 week to 1-3 days
  • Streamlined development process by rewriting C# code, reworking Unity scenes and prefabs, and organizing scripts
  • Overhauled art implementation by establishing consistent art import settings, replacing placeholder assets with final pixel art, simplifying animation state machines

Text: progressive increase in intensity: easy jumps --> timed double jumps --> double jumping will kill you, must time single jumps well. Image: Level design prototype. Text: intense setpiece as dramatic finale to this section. reuses previous double jump timing in a new context. Image: Level design prototype.

Gold Lining (Cancelled)

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.

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