


Justin Li Game
About Me
Hello guys! My name is Justin Li.
I am passionate about games. I studied Computer Science and Game Engineering during my undergraduate studies and have over five years of experience in game development. I have four years of game engineering experience, working extensively with C# and Unreal Engine Blueprints in both Unity and Unreal Engine to create gameplay systems and content.
I am familiar with the full game development pipeline and proficient in C++, C#, Java, and Python. I also have experience working with technical art pipelines, including modeling, texturing, environment creation, shaders (URP), and motion capture, which allows me to effectively coordinate collaboration between engineers and artists.
I am currently pursuing the MEAE (Master of Entertainment Arts & Engineering) in Game Production. I specialize in building highly motivated and collaborative teams, identifying hidden risks within project plans, and adjusting strategies to resolve potential issues. I also have over six years of experience in project management, including activity design, team coordination, communication, and the use of production tools.
I am currently working on The Last Inquisition as the Game Director and Lead Designer, and I am the founder of Abyss Game, the studio developing the project. The game is planned for release in Summer 2026.
I always enjoy connecting with other developers and people who are passionate about games. Feel free to reach out through the contact information below.
My Skills.
My skills can be summarized into three main areas:
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Engineering and Implementation
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Leadership and Production
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Design and Innovation
During my undergraduate studies in Computer Science, I built a strong foundation in programming, software development, and data structures. Driven by my personal interest in games, I also pursued a Game Engineering minor, where I gained experience working with game engines and gameplay programming. I am proficient in C++, C#, Java, and Lua, and have extensive experience using Unity and Unreal Engine to implement gameplay systems and build interactive game worlds.
After graduation, I joined the MEAE (Master of Entertainment Arts & Engineering) program at the University of Utah as part of Cohort 15 in the Production Track. Through the program, I became deeply familiar with the full game development pipeline and participated in several game production projects. I focus on building positive team environments, facilitating communication between disciplines, setting production milestones, and coordinating collaboration across the team.
Meanwhile, I have actively pursued my interest in game design, earning the Game Design Certificate from the program. I have also completed two internships as a Level and Monster Designer: one with NetEase on the MMO project Nishuihan, and another with 4399 on the platformer project Dream Westward Journey.
Currently, I am collaborating with students from the University of Utah and NYU to develop a roguelike card game, The Last Inquisition, as the Lead Designer and Technical Designer, and I am also the founder of the indie studio Abyss Game. In addition, I am working on a school milestone project, EverythingMart, where I serve as the Art Producer. Both projects are planned for release on Steam in Summer 2026.



Education
2024 - 2026
University of Utah
Master of Entertainment Arts & Engineering (MEAE)
Production Track – Cohort 15
Game Design Certificate
Currently studying Game Production in the MEAE program at the University of Utah. Through studio projects, coursework, and personal development, I have gained experience in both game production and game design, including cross-disciplinary collaboration, milestone planning, and gameplay system design.
2020 - 2024
New York University
Bachelor of Engineering – Computer Science
Minor: Game Engineering (Tisch School of the Arts)
During my undergraduate studies, I built a strong foundation in computer science and software engineering, while also studying game engineering and early game design concepts through the Game Engineering minor. This experience introduced me to game engines, gameplay programming, and the technical aspects of game development.
Internship & Work
May. 2025 - Aug. 2025
During my summer internship as a Level & Monster Designer on an MMORPG project, I designed boss encounters, enemy skills, and dungeon gameplay using Lua and spreadsheet-driven balancing tools with Unity Engine. My responsibilities included mission design, encounter implementation, and combat parameter validation, as well as producing balancing reports for QA and balance designers.
I also recreated an existing dungeon and boss encounter for a new gameplay mode, adapting mechanics to fit the updated progression and combat pacing. My contributions were released across three major content patches between August and September 2025.
Nov. 2024 - Jan. 2025
During my game design internship as a Level & Battle Designer on a 2D platformer project, I designed enemy behavior trees to support encounter design and gameplay pacing. I also created level layouts and collaborated with the art team to request and integrate environment assets into the levels. In addition, I wrote Game Design Documents (GDDs) and participated in brainstorming sessions for a new gameplay mode, contributing ideas and helping refine the gameplay experience.











