03 / Portfolio

Game Design / Systems / Combat & Level Design3-person team · 30-minute target experience

Game Designer (team)5-person team · 12 waves

Game Design / Puzzle Rules / PrototypeCastle rooms · About 5 minutes per attempt

Unity 2D Development / C# / Level AssemblySolo course exercise · Small playable demo
System Analyses / SYSTEM ANALYSIS
04Full analyses are available in Chinese
SYSTEM ANALYSIS01
Resident Evil 2 Remake
Dual Narratives & Multiple Playthroughs
How Resident Evil 2 uses police station topology and scarce resources to balance replay tension with world consistency.
55 min read · 4 figuresRead in Chinese ↗
SYSTEM ANALYSIS02
Endfield / Final Fantasy VII / Xenoblade Chronicles 3
From Controlling a Character to Orchestrating a Party
Comparing Endfield, FF7R, and Xenoblade 3 on how real-time command RPGs orchestrate player control, pacing, and party synergy.
16 min read · 4 figuresRead in Chinese ↗
SYSTEM ANALYSIS03
Final Fantasy VII · 1997
The Temporal Order of ATB
How the 1997 classic turned continuous time into asynchronous action opportunities through menus, Materia, and Limit Breaks.
12 min read · 1 figuresRead in Chinese ↗
SYSTEM ANALYSIS04
Final Fantasy VII Remake
ATB Combat Resource System
Deconstructing the modern ATB loop: generating command budget through basic attacks while coordinating Stagger windows and party switches.
21 min read · 3 figuresRead in Chinese ↗