I design gameplay flows, mechanics, and player experiences, then turn ideas into playable, testable features through prototyping, playtesting, and collaboration with artists, programmers, and narrative teams. My work fits both new game concepts and ongoing projects, especially where gameplay needs to be explored, tested, refined, and made clearer for players.
Consistenant is a Master's dissertation project exploring whether gacha progression systems can drive habit adoption. It combines behavioral psychology, Atomic Habits loop theory, and live-service game design into a single mobile application, developed as part of a research study at Iwate University, Japan, with a small team including an artist and an engineer.
A 2D top-down puzzle horror game made in 48 hours at Chiang Mai Game Jam 2019. Escape from a broken lab where evil has broken out. Won 3rd Place nationwide.
The maze goes dark! Collect all RGB colors to bring the light back. A maze ball puzzle game built around the RGB color theory with escalating obstacles.
A 2.5D online isometric fighting game developed as a university team project.
A 2D side-scrolling run-and-gun built with MonoGame. Fight through waves of spirits as a neon exorcist.
Designed and prototyped a Level Builder system and Dimension Mechanic for Lost&Found Co. Created level prototypes with artists and programmers.
Tree of Savior M (Thailand). Designed Gacha features, Web-Shop layouts, promotional packages, and Source & Sink economy flow.
Designed gameplay systems, interactive narrative, level design, and mechanics using Unreal Engine 5. Balanced values via playtest feedback. Collaborated via Agile/Scrum on YouTrack.
B.Sc. Animation and Game: College of Arts, Media and Technology
Master of Design: Division of Design and Media Technology (MEXT Scholarship)