
Archived Projects
Earlier projects that are no longer featured on the main Game Design page.
Honey Heroes
Platform: Board game
Team Size: 3
My Roles: Game Concept, Game Designer, Rule Designer, 2D Artist
Duration: 1 Week (Academic project)
This resource management game encourages cooperative decision-making with a shared goal.
Systems Highlight:
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Spawning system increasing pressure over rounds.
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Interconnected Economy systems require team coordination.
Process Snapshot:
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Rapid rule prototyping and playtesting during team meatings.
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Playtested usability and adjusted board layout for clarity.
Outcome:
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Clean and simple core loop
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Collective action phase caused player confusion.
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Too many available actions reduced clarity.
* Require Tabletop Simulator
Alchemical
Platform: Board Game
My Roles: Game Designer, Rule Designer
Taking inspiration from Poker hands to create a card game with a magical touch, I focused on the mechanic where the players need to exchange cards. This experience taught me how to design rules in a team.
Note: This is an early academic project focused on rule design.

Chip Wars
Platform: Board Game
My Roles: Game Designer, Rule Designer
Utilizing fixed components to produce a playable game, I focused on making the rules as clear as possible. This project taught me how to design with constraints.
Note: This is an early personal academic project focused on rule design.
Night in the Woods (Demo)
Platform: PC (Windows)
My Roles: Game Designer, Programmer, 2D Artist
This is a horror experience inspired by Taiwanese folklore. It is my first personal project from ideation to postmortem, using Unity and C#.
Note: This is an early personal project.
Skewerlicious
Platform: PC (Windows)
My Roles: Game Designer, Level Designer, 2D Artist, Sound Designer
This is a 2D action game where the player plans position and skewers enemies. I focused on designing the SFX and producing art assets. This is the first game I've built in a team from ideation to postmortem.
Note: This is an early academic project.


