Yuxuan (Vector) LIU
Pittsburgh, PA | (412) 514-5231 | vectorl@andrew.cmu.edu
Technical Designer
Master of Entertainment Technology
Bachelor of Science in Computer Science
Game Design · Game Development · Product Management
Project Timeline
02 / 2023 — 05 / 2023
Bubble Pop Dream
Level Designer, Internship
06 / 2023
Chessora
Solo Project
08 / 2023 — 07 / 2024
Jewel Block
Game Designer, Product Manager, Full-time Employment
09 / 2024
Freight Train
5-Person Team Project
11 / 2024
Jam Witch
5-Person Team Project
Jam Witch
A fast-paced 6-player 3D game where teams of two pass a magical jam ball to paint the cake, competing to cover the largest area with their jam and secure victory.
3 Weeks, Nov 2024 | Sole Game Designer | Part of 2 Programmers | Team of 5
Jam balls paint the cake along its path, stunning opposing players and unleashing a splash of jam upon hit, encouraging teamwork and rivalry while escalating excitement by obstacles and randomly spawned jam bubbles.
Created for the Entertainment Technology Center Festival 2024, the game evolved from a party game concept inspired by Splatoon through rapid prototyping, playtesting, and iterative development. A large playtesting was held after the second week. Feedback inspired new key features, such as bouncy obstacles, which further enhanced player experience.
I designed all major gameplay systems. I developed main framework, character mechanics and in-game power-ups. I also developed algorithms for jam ball guiding, ensuring fluid curved trajectories and intuitive interaction.
This project greatly expanded my understanding of Unity Engine’s particle system. It strengthened my ability to create engaging and strategic gameplay while making players easy to get started.
On The Freight Train
A single-player VR horror puzzle game where player take on the role of a train driver that need to relocate batteries to power systems, and survive from terrifying anomalies.
2 Weeks, Sep 2024 | Part of 2 Game Designers | Part of 2 Programmers | Team of 5
Batteries spawn sequentially from tubes. Player uses a claw to pick them up and move around the cabin in VR. The pressure intensifies as anomalies close in, creating a growing sense of dread. Players must work quickly to stay alive while managing tasks under stress. The escalating tension culminates in a final action where the player delivers a decisive blow to take out the anomaly.
Created for naive guests with no VR experience. They will learn to move around and interact using VR in the game. A playtesting was held after the first week. Feedback affected the level design, making the game more suitable for beginners.
Of all 4 levels, I designed level 3-4, and refined the design of level 1-2, ensuring the player will experience the whole story without game-over while still feeling the thrill for survival. I implemented level 3-4.
This project provided invaluable experience in designing a immersive gameplay where the viewpoint of player is critical to their experience and progression. I also gained a deeper understanding of VR-specific mechanics.
Chessora
A single-player turn-based 2D game where player explore a black castle in the fantasy medieval world Chessora, battling various enemies, and discover the buried truth.
2 Weeks, Jun 2023 | Solo Project
Each turn, players can see the enemies’ intentions and plan their actions accordingly. Once planned, all characters execute their moves simultaneously, creating a dynamic flow of strategy and reaction. Each of the bosses has distinct attack patterns. Players must study and remember these patterns to perform effective counteractions and defeat the bosses. After defeating each boss, players engage in dialogue to uncover the deeper truths of the world. The story evolves based on the player’s choices during these conversations.
Created for role-playing game lovers. The “planning — simultaneous execute” design allows player to have enough time to strategize while having thrilling combat experience similar to action games. The whole experience is about 1 hour in length, with 2 different endings.
I’m responsible for all game design and development. Designed 7 unique enemy bosses with 7 corresponding combat chamber. Ensured step-by-step difficulty progression to align with the interest curve and maintain player engagement. There is also an hidden level as the reward for players who wish to explore.
This project is a great experience in exploring the level design and the interest curve.
(Copyright Announcement: Artwork and music are not my own production, but directly from or redeveloped from Helltaker. This project will never be published nor be used for commercial purposes.)