Game Design & Development

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. Playable on itch.io. Code on GitHub.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.**

Ondine: Prototype
A 2D pixel shooter centered around swapping weapons and surviving hordes. Play on Steam.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

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.