Game Design Portfolio

Game Design


Slumber the Sea is a turn-based, combat RPG. Play as 3 aspiring dreamers as they fight against nightmare monsters in a fantastical, shared dream! Every party member offers a unique resource and playstyle based on different types of JRPGs! Play in frantic and dynamic battles with tons of surprising and strategic teamwork combos using each characters' unique abilities! Will you be able to master your dream career and escape this underwater dream world?

Gameplay Designer

  • RPG Turn Base Combat System
  • Enemy Character Design and Encounter Design
  • Combat and Ability Balancing
  • Game UI/Wireframing


  • Player and Enemy Party Turn System

  • Camera and Selection System

  • UI and HUD Implementation

  • Character Resource and Ability Implementation


  • Plan future sprints reflecting the recorded progress

  • Manage and update the team JIRA board



Aimless Escape is a 3D non-Euclidian horror prototype built in the Unity Engine where player explores a spooky house, collecting shards of a mysterious medallion to open the only door in the house. Can you escape the house before it eats away your sanity?


  1. Map Designer

  2. Programmer

    • Game Shard Generator​

    • Non-Euclidian Wrap Around

  3. Producer (11).gif
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Map Iteration and Design through series of playtests

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After Discussing the Pros and Cons of each Prompt, one Prompt is voted through the Dot Voting Method

Doting Voting again to vote on a Game Idea and Theme


Asterion is a 3D / 2D hybrid arcade horror game, developed by members of the Game Design and Art Collaboration at the University of California, Santa Cruz. Developed from January to June of 2022, players find themselves in two mysterious rooms, connected together by an inter-dimensional catwalk. Each room house a mysterious arcade cabinet, one which need coin to play and powers a shield generator while the other provide said coins upon victory. Play to keep the shield generator running because if not, well you won't have to worry about it for long. 


  1. Game Designer

    • Developing and balancing the cross-cabinet system between the two cabinets

    • Power-up, Resource, and System Balancing

    • Cabinet UI/Wireframing

  2. Narrative Designer

    • Game aesthetic and narrative design to effectively deliver the game's horror vision

  3. Producer 

    • Initiate, lead, and record weekly department meetings and plan future agenda reflecting the recorded progress

    • Handle logistics and pave out the timeline and progression of the team during production​

    • Manage, update, and uphold the team tasks board and work closely with other department producers


How you play in one cabinet will  effect the other.


In the beginning of each Asterion session after inserting one token, player can upgrade their starfighter by choosing one of the four available upgrades to aid them in fighting the waves of enemies they will face. Upon victory, they keep their changes and their new stats, however, if they lose, they lose that session's progress.

The stats of the player's starfighter will carry over and update over to the Astramori cabinet.


The fleet line-up player used to destroy the starfighter will be the exact waves player will face off in the Asterion cabinet.


In Astramori, player play as the opposing force, spawning enemies to try and eliminate the starfighter at the center of the screen. There are four different alien ships that play can use to mix and match their fleet. Player at the end will be rewarded tokens based on the certain conditions implemented.


One Button is a collection of HTML games made on Kenta Cho's Crisp Game Library, that satisfied the prompt "One Button".  Built as the first part of the first phase of the capstone project for Fall of 2022, the goal of this project was to:

  1. introduce the practice of rapid, mechanics-focused prototyping

  2. develop flexible programming and design skills by adapting to an unfamiliar library

  3. learn how to narrow design parameters/scope

Split into groups and given two weeks, each collective member would research and prototype: one game individually; one in collaboration with one other collective member; and one in collaboration with two or more members. 


  1. Game Designer​​

  2. Programmer

  3. Project Manager (1).gif
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Cat n Mouse

(Click on GIF to play the game)

Color Beats


Two and More Member

One Other Member


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Tower Ascension is a 2-D platforming game created by a team of 3 for a class based on the prompt 'tower'. Inspired by Super Mario and Celeste, Tower Ascension was purposefully designed as a speed-run game; each level been designed to push the player to perfect their skills. The game is build and run on the Phaser 5 Engine.


  1. Level Designer

    • Design challenging, but engaging levels and a fun, interactive menu screen to boost player experiences

      • Level 1, 5, and 7​

  2. ​Programmer​

    • Programmed a Level Generation Algorithm to provide ease when building levels in Phaser  ​

    • Implemented Player Movement, Environment Interaction, Scene Transition, and Animations

  3. Artist​

    • Created the Player Sprite, Player Animation, and Environment Sprites

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Level 1

Level 1 is designed to be a tutorial level, which player learn the control of the game by playing the game. 

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Level 5

Level 5 introduces the spring mechanic. 

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Level 7

Using the introduced spring mechanic, the level push the player's skill further.


Documentation on the design of the main menu screen. How to design the menu so it's interactive, fun, and, overall, boost the player's experience. 


Documentation of the thought process for Level 1 and how it contains all the necessary design to teach player the controls.

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The Natural Race of Evolution is a 2-3 players strategy board game which involves timing, strategic placement, and negotiations as you try to out-evolve your monster before your opponents do. Created in a team of 5 member, The Natural Race of Evolution is a midterm projects based on one of the two themes, 100 Hexes, which we were challenged to create a small, systemic, multi-player, hex-based non-wargame that uses no more than 100 hex pieces.


  1. Producer

  2. Lead Designer


Start of the game, player choose a monster and given 24 game pieces which they can place on the board. Goal is to collect all the corresponding evolution points.


Obstacle/game pieces placed on the board.


MIRROR (demo)

Mirror is a personal project I've done, primarily to test my skill in level design, puzzle design, and player experiences; answering question such as: how to make each level interesting but not too difficult, how to make it apparent where player should go, how to communicate clearly what the level is about, etc.. 

Premise is player find themselves stuck in a room filled with mysterious mirrors. Entering the mirror takes you into the mirror world but you can't stay too long in there as the longer you stay, the quicker it drains your sanity away. Solve puzzles and use the mirror to advantages to escape the room.


  1. Level Design

  2. Puzzle Design

  3. Difficulty Progression

  4. Grayboxing


*All art used are properties of the respected artist or organization.