作品与文章 Portfolio & Notes
浏览作品、设计拆解与开发记录。Browse case studies, design notes, and dev logs.
作品集 Breaking the Nightmare
Combat Level Designer
Build a combat encounter space that links whitebox layout, enemy behavior, battle rhythm, and player feedback.
State machine and combo system, battle design, AI behavior, whitebox level design, and iteration process.
作品集 破魇
战斗关卡设计
通过白盒空间、敌人行为、技能节奏和玩家反馈,搭建一个可迭代的动作战斗遭遇。
状态机与连招系统、战斗设计、AI 行为、白盒关卡设计和迭代流程。
作品集 Kitty Stack Tower
Board Game Designer
Players stack, jump-flip, and disassemble piece stacks to build the tallest kitty tower on a limited board.
Piece action rules, victory conditions, turn flow, rule clarity, and physical component readability.
作品集 猫猫叠叠塔
桌游规则设计
玩家通过堆叠、跳跃翻转和解体棋堆,在有限棋盘空间中堆叠更高的猫猫塔。
棋子动作规则、胜利条件、回合流程、规则说明与实体组件可读性。
作品集 Shamano
System Designer / AI Logic Designer
Turns color-matching rules into combat actions, letting card color, target selection, and Shaman skills drive tactical decision-making.
Card rule rework, combat interaction, AI play logic, UI readability, and version iteration.
作品集 萨满诺
系统设计 / AI 逻辑设计
将颜色匹配规则转化为战斗行为,让卡牌颜色、目标选择与萨满技能共同构成战术决策。
卡牌规则改造、战斗交互、AI 出牌逻辑、UI 可读性与版本迭代。
作品集 Summoning Survivor
Gameplay Design / System Design
Players summon monsters by clicking, drawing, command inputs, and voice to protect the demon king and repel advancing heroes.
Simplify RTS operation pressure, design multi-modal summoning interaction, organize enemy waves, enhance combat feedback and playtest iteration.
作品集 召唤幸存者
玩法设计 / 系统设计
玩家通过点击、绘制、指令输入与语音等方式召唤怪物,保护魔王并击退不断推进的勇者。
简化 RTS 操作压力、设计多模态召唤交互、组织敌人波次、强化战斗反馈与玩家测试迭代。
作品集 Limitless Beads
Game Designer / Programmer / Artist
Click grid cells to trigger cascading water droplet chain reactions and explore the boundary between infinite propagation and finite constraints.
Emergent design, cell-type mechanics, scoring system
作品集 Limitless Beads
游戏设计师 / 程序 / 美术
点击网格方格触发连锁水滴传递反应,探索无限传播与有限约束之间的边界。
涌现式设计、方格类型机制、计分系统
作品集 The Dungeon Solves Itself
Level Designer | Gameplay Designer
Control a portal by dragging and releasing to rescue a fallen hero through momentum-based puzzles and progressive level mechanics.
RLD (Rational Level Design), drag-and-release controls, momentum-based puzzle design
作品集 传送门救援计划
关卡设计师 | 玩法设计师
通过拖拽释放控制传送门,利用基于惯性的解谜和渐进式关卡机制,拯救坠落地牢的勇者。
RLD(理性关卡设计)、拖拽操控、基于惯性的解谜设计
拆解分析 真实与夸张?物理与动作?浅谈动作游戏的打击感
从真实性、夸张性、物理原理、动作设计、判定系统和多维度反馈等角度,系统梳理动作游戏打击感的设计要点与实现方法。
拆解分析 《霓虹白客》(NEON WHITE)如何将"速通"轻松化
分析《霓虹白客》如何通过跑酷+卡牌+射击的缝合设计,以及奖牌解锁机制,将"速通"这一高门槛玩法轻松化、常规化。