The Wrath of Gonggong (opens in a new tab)
Explore mountain villages, create paths across water, escape an avalanche and adapt to a changing boss arena. One tool takes on different roles as the level changes the pressure around it.
I build level spaces that turn story context into player-driven decisions.
Focused on level design, environmental storytelling, player agency, and spatial gameplay structure.
Selected work that shows how level space, systems, and iteration shape player decisions.
Explore mountain villages, create paths across water, escape an avalanche and adapt to a changing boss arena. One tool takes on different roles as the level changes the pressure around it.
A systems-forward prototype about institutional blessings. Case study and playable build coming soon.
Branching third-person narrative about ordinary life under pandemic codes and control systems.
Another project slot — details coming soon.
I build level spaces that turn story context into player-driven decisions.
My primary focus is level design, environmental storytelling, player agency, and spatial gameplay structure. I am especially interested in action, shooter, RPG, and immersive gameplay spaces where exploration, combat pressure, and narrative context work as one system.
I approach level design as gameplay architecture: a level should not only contain gameplay, but actively shape what the player notices, chooses, risks, and remembers.