Chris Wang
Featured project · Level & gameplay design

The Wrath of Gonggong

A third-person, single-player RPG level and gameplay prototype. Players investigate a disturbance on Mount Buzhou, moving through villages, mountain passages, an avalanche escape and a final boss encounter.

Solo Design & ImplementationWindows 64-bitPlayable V0.2Unreal Engine 5.7

Design Process

I connect the intended experience to spatial decisions, then use playtest observations to choose changes and record what the evidence supports.

1

Design Intent

What player experience should this level create?

2

Spatial Plan

Routes, landmarks, encounter spaces and the conditions that change how a tool is used.

3

Playtest Diagnosis

What did players misunderstand, miss, rush, avoid, or exploit?

4

Iteration Evidence

Document the problem, the change, its tradeoff and what still needs testing.

1. Design Intent

I wanted a familiar tool to gain new uses as the surrounding conditions changed. Ice creation first solves a water crossing, then becomes a route choice, an escape tool and a way to maintain safe footing during combat.

The main route is linear. Local choices affect the route, later dialogue or available combat advantages; they do not create separate main storylines.

2. Level Flow

Annotated editor overview of the starting village, with route and mountain landmark
Editor overview: buildings shape the starting route; the mountain serves as an intended directional landmark.
AreaPlayer activityDesign purpose
Starting villageMovement and combatBuildings define the route; the distant mountain is intended as a directional landmark.
Cave poolAcquire and try the relicLearn ice creation without combat or pursuit; rescuing the child is optional.
Taoyuan watersChoose a bridge or ice routeEncourage voluntary reuse of the tool and exploration for golden offerings.
Taoyuan villageResolve an encounterReturn to combat and reveal the background; rescuing the child changes the explanation.
Blizzard passageNavigate reduced visibilityGround cues guide movement while the change in visibility builds tension.
Sheltered valleyFight three trollsSurvivors grow stronger; a cinematic knockback leads into the escape.
Avalanche and riverEscape and cross waterApply the familiar tool under pursuit pressure.
Boss caveManage footing and attacksCombine ice creation, positioning and the offerings collected earlier.

Flow reconstructed from the current build and development notes.

3. Teaching and Reusing Ice Creation

01 / Learn

Cave pool

Created ice platforms form a route through the cave pool
Gameplay capture

Recognise the water obstacle, place ice and stand on it to cross. Dialogue discourages wading; the exit provides a destination.

02 / Choose

Taoyuan waters

Annotated bridge route and direct water route at Taoyuan waters
Gameplay capture

Follow the bridges or create a more direct route across the water. Golden offerings encourage exploration and later provide a way to weaken the boss.

03 / Apply under pressure

Avalanche river

The player faces the river and distant cave during the escape
Gameplay capture

Cross the river before the avalanche catches up. A riverbank ice block recalls the tool, while the distant cave indicates the destination.

04 / Combine

Boss cave

The player stands on a created ice platform during the boss encounter
Gameplay capture

Create safe footing as terrain collapses and water penalises the player. Fit ice placement around movement, attack warnings and combat openings.

All three testers used the relic to cross water after trying it, and participant A particularly enjoyed ice traversal. These observations provide initial support for the mechanic; the four stages describe my intended progression, not a measured learning curve.

4. External Playtesting

Three participants with different levels of gaming experience tested V0.1 on 28 August 2026. I reviewed recordings and feedback, then compiled the written summary retrospectively.

  • A / Extensive experience: Enjoyed ice traversal, but repeatedly tried to jump through the avalanche and criticised the overall polish.
  • B / Moderate experience: Pulled trolls out of the encounter and triggered a progression failure. Bypassed terrain on the first run, then completed the intended flow on a repeat V0.1 run without pulling trolls out.
  • C / Limited experience: Used the core mechanic and completed the level, but reported unclear goals and a feeling of being pushed through the experience.

These are qualitative observations from a small sample. B's replay used the same V0.1 build and is not evidence of improvement after the changes.

5. Iteration: Containing the Troll Encounter

Defeated trolls without the intended transition
Before / V0.1: the final troll died without triggering the cinematic.
Troll encounter with the new ice wall visible behind the enemies
After / V0.2: an ice wall keeps the encounter within its boundary.

Observed problem. Leaving and re-entering the encounter could prevent the final cinematic and transfer to the avalanche section, blocking normal progression.

Decision and tradeoff. I added an ice wall that activates during combat and disappears when the final cinematic starts. It blocks the observed route to the failure, at the cost of retreat freedom. I did not isolate the internal state failure, so this is a containment measure.

Verification. On 7 September 2026, I tested exits, slopes, jumping and attacks in both the editor and packaged V0.2. The boundaries held and subsequent progression worked within these checks. External retesting remains pending.

Original evidence: participant B, first run, 09:20–10:35.

6. Iteration: Clarifying the Avalanche

Participant A attempts to jump through visible gaps between snowballs
Before / V0.1: visible gaps suggested a possible route.
Denser and larger snowballs form the revised avalanche front
After / V0.2: larger, denser snowballs reduce visible gaps.

Observed problem. A moved towards the avalanche and tried to jump through the gaps. Its appearance suggested a route, while a continuous hidden trigger defined the failure area.

Change. I increased snowball size and density to make the threat appear continuous and bring its appearance closer to the implemented rule.

Verification and limit. Developer tests on 7 September 2026 confirmed the change appeared and the flow remained completable in the editor and packaged V0.2. Whether unfamiliar players understand it more readily still needs an external test.

Original evidence: participant A, 08:58–09:16, supported by discussion.

7. Results and Reflection

The prototype now connects the opening village to the boss and ending. Testing showed that route completion alone does not establish understanding: C knew where to go but was unsure why; A inferred an action from misleading visual gaps; B exposed a failure outside the intended combat boundary.

My next priorities are to observe unfamiliar players at the revised avalanche, clarify the opening objective and check whether players can explain it, and investigate encounter state and reset logic if the level grows. The experience retains a strongly directed flow and prototype-level polish.

8. My Contribution and Asset Credits

I designed the terrain, spatial layout, gameplay systems, encounters, boss fight and narrative flow. I implemented and integrated the interface, cinematics and gameplay using Blueprint and C++, with AI-assisted technical guidance and debugging. I was responsible for design decisions, integration, testing and final validation.

Character meshes are licensed third-party assets. Environment assets are primarily licensed assets arranged within my terrain and level compositions. Animation, effects, textures and materials combine licensed assets with work I created or modified. Audio and music came from AI tools or asset sources and were selected and integrated by me.

The design originated in my work on an unreleased commercial project. This portfolio version was independently rebuilt from the ground up without proprietary project assets or confidential content. Its documentation was rewritten for the reconstruction.