Game Designer · Bangkok, Thailand · Jan 2025 – Present
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.
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.
Case Study 1
Bridge two contrasting scenes while maintaining player immersion. Transition the player smoothly from a high-intensity combat sequence into a desperate survival scenario.
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.
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 Study 2
Create a brand new mechanic that supports or leads to a multipath feature.
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.
Players learn to read environmental cues that introduce a new decision-making mechanic, leading to different gameplay paths.
Case Study 3
Solving core issues:
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.
Players now experience a more tactical and cinematic encounter, with a narrative flow that feels natural.