The Full Story
About
I have completed two internship experiences and have also worked in a studio environment. Between 2024 and 2026, I completed two internships: one with NetEase as a Level & Monster Designer for three months, and another with 4399 Network as a Level & Gameplay Designer for two months.
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During my studies in the MEAE program at the University of Utah, I also founded a small indie studio, Abyss Game, to develop original game projects. Our current project is being developed by a team of around 10 students from NYU and the University of Utah MEAE program.
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My favorite game genres are MMORPGs and card games, and I am especially interested in designing gameplay systems for these types of games.

Summer internship as a Level & Monster Designer for an MMORPG Title.
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Designed and implemented boss encounters and skills using Unity C# and spreadsheets.
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Designed and implemented missions and dungeon content.
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Validated parameters(stats) and produced balancing reports for QA and Balance Designers.
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Recreated an existing dungeon and boss fight for a new gameplay mode.
My work was released across three major content patches from August 2025 to September 2025.
Game design internship as a Level & Battle Designer for a 2D Platformer Game Title.
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Designed and implemented enemy behavior trees.
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Designed level layouts and coordinated with the art team for asset requests.
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Authored GDDs and participated in brainstorming sessions for a new Game Mode.



Card-based roguelike with RPG-style storytelling, developed in Unity and targeting a Steam Summer Fest 2026 release; registered for GDC 2026: https://www.abyssgame.org/
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I'm the Founder of Abyss Games and the Lead Designer & Technical Designer on the Team The Last Inquisition.
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Led design discussions and established core gameplay and system design directions (GDD).
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Designed and implemented card mechanics and roguelike systems using C# and Lua.
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Collaborated with combat designers on card balance through data-driven spreadsheets.
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Worked closely with engineers to integrate VFX and enhance game feel.
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Designed and localized narrative content, including dialogue systems and mission structures.
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As Game Director and Producer, I also:
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Managed funding, release planning, and publishing schedules, including registrations.
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Coordinated Milestones and Sprint Tasks using Jira through cross-team communication.
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Identified risks, resolving them by allocating resources or preparing contingency plans.
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