About

I am a level designer and a game designer.
My passion lies in creating engaging and immersive game levels. I thrive on innovation and tackling the challenges that come with design.
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​I worked on Elden Ring, the pinnacle of the Souls series, and contributed to the development and launch of Dragon's Dogma 2.
​​I've served in a leading role on an unannounced project at Capcom.​​
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Currently, I'm studying at USC to pursue an academic goal to refine my own design style, seeking new possibilities for my career.




Projects
Elden Ring (2022)
Contributions:
Designer in charge of 2 of the major legacy dungeons, Raya Lucaria Academy and Crumbling Farum Azula, along with 10 of the Tunnel locations.
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Studio: FromSoftware
​​​Engine and tools: In-house engine and proprietary scripting system, SketchUp​
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Platform: PS5, PS4, XSX, XSS, Xbox 360, PC
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Critical Reception: Critically acclaimed, winner of multiple Game of the Year 2022 awards, including GDC, BAFTA, and TGA.
Dragon's Dogma 2 (2024)
​Contributions:
Redesigned the area of Vermund, including points of interest, special locations, and dungeons.
Concentrated on the area around Elf Village, and the ancient battlefield, redesigning the flow and configuration, and adding new gameplay beats.
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Studio: Capcom​
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Engine and tools: RE engine and proprietary scripting system​
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Platform: PS5, PS4, XSX, PC
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Critical Reception: Generally positive on open-world exploration, innovating AI system and engaging combat, a compelling sequel over the original.
Resident Evil Requiem (2026)

Contributions:
Involved in the iteration of one of the levels in Racoon City. Designed and iterated on the level and the core gameplay.
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Studio: Capcom
​​​Engine and tools: RE engine and proprietary scripting system​
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Unannounced Project

​Contributions:
Serving as the lead designer of a 4-person level design team, established the ground rules and visions for level design, created the schedule, and workflow.
Designing the level for the prototype, making guidelines and plans for production.
Conducting training and guidance for some team members.
Working on tool implementation with programmers.
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Studio: Capcom.
The Lighthouse (2025)

Contributions:
Designed the full gameplay flow and the core mechanics of Radio Tuning and Lightbeam Control.
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Studio: USC Games
​​​Engine and tools: UE 5.6​
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Platform: PC​


