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Delivering Package

Game Design

Selected game design work across systems, gameplay, UX, and ongoing development.

Unannounced Indie Project

Platform: PC

Team Size: 20+ contributors

My Roles: Game Designer

Duration: Feb 2026 - Present

Genre: Sci-Fi Stealth Horror FPS / Roguelite

An in-development indie title where I contribute to systems, gameplay feedback, and UX design through feature specifications, behavior rules, and implementation-facing documentation.

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Note: Project details and visuals have been generalized to protect unreleased development information.

Selected Design Work

Crosshair Feedback System

​I designed a state-based crosshair system to communicate movement, aiming context, weapon behavior, and shot feedback while keeping the reticle readable and responsive. The final specification was structured to give design, UI/art, and engineering a shared reference for how the reticle should behave across overlapping gameplay states.

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  • System Structure

I organized the crosshair into independent state categories so gameplay conditions could overlap without requiring a unique reticle for every possible combination. States within the same category are mutually exclusive, while states from different categories can remain active together.

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The system accounted for:

  • Movement

    • Still​

    • Walking

    • Running

  • Posture

    • Standing​

    • Crouching

  • Target

    • No Target​

    • Enemy

    • Interactable

  • Shot Result

    • Hit​

    • Weak Point Hit

    • Miss

  • Aim Mode

    • Hip Fire​

    • ADS

* For Example: Walking + Crouching + Target Enemy can be active at the same time.

  • Transition & Implementation Rules

To keep behavior consistent across states and weapon types, I defined a shared transition rule for how the crosshair changes over time, by separated transitions into two categories:

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  • State Transition for visible spatial changes such as expansion, contraction, or shape-position changes.

  • Feedback Transition for fast visual responses such as target or interaction feedback.

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I also defined crosshair spread as a percentage of the distance from the screen center to the screen edge. This gave the team a consistent way to describe reticle expansion and contraction without relying on weapon-specific pixel values.

* The other half of the reticle will mirror the position of this half of the reticle

  • Visual Direction & Weapon Differentiation

I used a shared visual language across weapon states while adjusting reticle spacing and shape to communicate different levels of precision. The design aimed to keep the crosshair simple, readable, and unobtrusive while still providing clear feedback for aiming, targets, and shot results.

* Reticle mockups. From Left to right: No weapon, Pistol, Shotgun

Enemy AI: Hurt & Death Response

​I designed reactive behavior rules for how enemy AI responds to nearby deaths, gunfire, injuries, and environmental hazards across different awareness states. The goal was to create believable reactions while preventing lower-priority events from interrupting combat or causing conflicting behaviors.

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  • State-Dependent Response

The same event can produce a different response depending on the AI's current state. I structured the rules around three primary states: Patrol, Alert, and Combat, and defined which reactions should interrupt existing behavior, update the AI's search target, or be ignored.

  • Trigger Priority

Since multiple events can occur at the same time, I defined a priority system so the AI resolves only the most important valid response. Higher-priority gameplay information— such as detecting the player— takes precedence over contextual reactions like investigating a death or noticing an environmental clue. Damage reactions are resolved before the AI evaluates any remaining events.

* Self-damage response resolves first before remaining triggers are reevaluated.

  • Persistent Responses

Some reactions modify future AI behavior rather than ending with the immediate response. For example, when an enemy identifies an environmental hazard as the source of damage or death, it can treat that hazard as an obstacle and avoid repeated exposure. Search behavior can also update toward newer threat information without restarting the entire reaction sequence.

Demon Lord's Castle Defense

Platform: PC (Windows)

Team Size: 7

My Roles: Game Designer, Lead System Designer, Programmer, 2D Artist

Duration: 15 weeks (academic thesis project)

We designed a strategy focused defense game where the player makes short-term tactical decisions, balancing real-time tower defense with rhythm-based last defense if they didn't do well in TD under increasing pressure.

Systems Highlight:

  • Tile-based pathway system builds constraints while offering opportunities for different playstyles and stratergies, and with rules designed to support future expansion.

  • Combat system is designed around characters' role priorities, with player intention in mind.

  • Economy system kept intentionally simple to reduce cognitive load, allowing players to focus on tactical decisions.

Process Snapshot:

  • Paper prototyped the Tile Pathway System and Combat System to evaluate pacing early.

  • Balanced interconnected systems using spreadsheets.

* Paper prototype of the AI combat system.

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* Balancing interconnected systems

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Outcome:

  • Early prototyping allowed quick implementation when systems moved into engine.

  • Prioritizing "moving forward" over "fighting" in hero combat rules reinforced the game's identity as a defense-fosed experience.

  • The project revealed that "daily stand up meeting" would significantly benefit communication in a hybrid setting.

Greener Pastures

Platform: PC (Windows)

Team Size: 8

My Roles: Game Designer, System Designer

Duration: 15 weeks (academic project)

This is a resource management game where the player focuses on long-term planning and efficiency tradeoffs.

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Systems Highlight:

  • Skill tree system supports distinct playstyles and meaningful level-up rewards.

  • Magic system as a secondary resource influences strategic choices.

  • Magic crafting system brings constraint to the gameplay through preperation and limited resources.

Process Snapshot:​

  • Documented and balanced interconnected systems using spreadsheets.

  • ​Practiced "always playable", utilized GitHub's ticket system for team communication.

* Utilizing spreadsheet to document and balance systems.

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Outcome:

  • The project revealed that ​"always playable" is beneficial for the iterative design process.​

Aquatos

Platform: Mobile (Android)

Team Size: 6

My Roles: Game Designer, Programmer, 2D Artist

Duration: 15 weeks (academic project)

This is a game that brings cozy, nostalgic experience with simple controls and low-stake gameplay.

Systems Highlight:

  • Decoration system supporting light progression and replay motivation.

  • UI feedback designed for clarity on smaller screens.

Process Snapshot:​

  • Tested multiple icon designs visibility and recognision on small screens.

  • Playtested the flow of the game to ensure "the feel" matches "the theme".

* Demonstrating game flow.

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Outcome:

  • ​This project highlighted that art assets require early playtesting, not just system.​

Honey Heroes

Board Game · Game / Rule Design
Cooperative resource-management game built around shared goals and team coordination.

Game Concept

Projects that are in the early stages of development, showcasing my ideation process and range of exploration.

Pre-production & Ethics design project

What Was I Doing Again?

Platform: PC (Windows) / Console

Focus: Ethics Design, Narrative Design, Core Loop Design, Pre-production

I designed a first-person simulation game focused on adult women with ADHD where the player completes mini games while experiencing ADHD-like symptoms.

Design Intent:

  • Ethical focus: Avoid false information, invoke ethical reflection, promote empathy & understanding

  • ​Systems framing: Symptoms expressed through mechanics, not narrative exposition

Core Loop

DLCD - Frame 4.jpg

Process Snapshot:

  • Research: Fact checks, identifying stakeholders 

  • Narrative framework: Worldbuilding, central characters definition, gameplay definition

  • Ethical design: Methods to invoke ethical design, morally complex characters

Critters' Caravan

Pre-production & Narrative design project

Platform: PC (Windows) / Console

Focus: Narrative Design, Core Loop Design, Pre-production

I designed a cozy fantasy sim about a "coming-of-age" story where the player controls 2 characters to manage a coffee shop or explore the environment.

Design Intent:

  • Player fantasy: Observer of a small world, co-op gameplay, unique playstyle.

  • Design constraint: Cozy genre with ethical undertones.

  • Narrative - System link: Dual characters reflect conflict, cafe vs exploration mirrors emotional roles.

Core Loop

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Process Snapshot:

  • Research: Genre and market analysis

  • Narrative framework: "Coming-of-age" structure

  • Vertical slice script: playble story beats

© 2025 by Esther Li.
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