MotionX Studio

Full-time Unreal Engine 5 Jan 2025 – Present

Game Designer · Bangkok, Thailand · Jan 2025 – Present

Game Design Preview

Note: The studio only permits showing levels at the prototype stage, so most of the work shown here is not my latest work, which is of higher quality.

Overview

Working at MotionX Studio as a Game Designer on a realistic rail shooting title built in Unreal Engine 5. The role covers level design, branching gameplay, and gameplay mechanics, with close collaboration across design, animation, motion capture, programming, and narrative teams via Scrum. Specific project details are limited by a confidentiality agreement.

DurationJan 2025 – Present EngineUnreal Engine 5 LocationBangkok, Thailand TypeGame Studio (Full-time)
Case Studies

Case Study 1

Task Goal

Bridge two contrasting scenes while maintaining player immersion. Transition the player smoothly from a high-intensity combat sequence into a desperate survival scenario.

Design Intent

Encourage teamwork even when they are under time pressure with slower mechanics. Players who fail to cooperate are led to a less rewarding gameplay path.

Result

Players gradually learn to pay attention to their allies rather than focusing only on enemies. Players who successfully follow allied instructions are rewarded with a more satisfying path in the multipath sequence.

Case 1 Gameplay Flow

Case Study 2

Task Goal

Create a brand new mechanic that supports or leads to a multipath feature.

Design Intent

Introduce the stealth mechanic by encouraging players to follow allied instructions while paying attention to environmental cues. Players who succeed are rewarded with a more engaging encounter and a higher mission score.

Result

Players learn to read environmental cues that introduce a new decision-making mechanic, leading to different gameplay paths.

Case 2 Gameplay Flow

Case Study 3

Task Goal

Solving core issues:

  1. Players were rushing directly into enemy positions, exposing both themselves and the captured ally to unnecessary risk.
  2. The sequence lacked any tactical decision-making.
  3. The scene makes the player forget the other ally team (Bravo team) also exists and doesn't understand the context.
Design Intent

Redesigned the scene into a Trojan ambush by using the enemies' radio and vehicle to impose as one of them and drive in to get closer, enabling a clean takedown of threats before allies are eliminated.

Result

Players now experience a more tactical and cinematic encounter, with a narrative flow that feels natural.

Case 3 Gameplay Flow
Skills & Tools
Unreal Engine 5 Level Design Gameplay Design Scene Design Game Design Document Feature Document Agile / Scrum QA
// get in touch

Contact

Open for opportunities in game design and development. Feel free to reach out!
📱
(+66) 93-2292659
✉️
ice5412@gmail.com
📍
Bangkok, Thailand