Resume

Education

MFAInteractive Media Division, University of Southern California (GPA: 3.84) Thesis: Eyez: Spatial perception in videogames May 2011
B.A., Digital Entertainment Design, Tsinghua University, China Jul. 2009
B.Arch., Architecture Design, Tsinghua University, China (GPA: 84.9/100) Jul. 2008

Work Experience

Product Owner for RO International Versions Huanle Entertainment Ltd., Shanghai, China

  • Lead and manage the development of the international versions (Korean, Japanese, and North American) of Ragnarok Origin (仙境传说:爱如初见, RO), an enhanced mobile version of the classic MMO Ragnarok Online. (Team size: 80~150 people)
  • Is accountable for communicating with publishers about development, marketing and operation.
  • Is accountable for the development of region-specific features/tweaks and localization for each international version, and helped develop operational strategies for each region.
  • Is accountable for creating development schedules, breaking schedules into milestones / iterations, and ensuring that new updates are delivered on time and on quality.
  • Facilitate the team with all sorts of supports (e.g. resources, communications, and conflicts resolutions).
  • Identify, monitor and deal with risks during development.
  • Constantly push forward the optimization of tools and workflow.
  • Report to company management about project status on a per week basis.
  • The Korean version of the game was released in 2020.7, and was among the top grossing games on App Store and Google Play in Korea. The Japanese version was released in 2021.6 and was the best-performing mobile MMO game of 2021 in Japan. The North American version was released in 2021.11 and was one of the top grossing mobile MMO games during the 2021 holiday season in North America.
Nov. 2019

-Present

Senior Game Designer Huanle Entertainment Ltd., Shanghai, China

  • Worked on Ragnarok Origin from 0 to1 (Publishers: Tencent for the Chinese version, Gravity for the Korean version, GungHo for the Japanese version, Gravity Interactive for the NA version).
  • As one of the lead game designers, designed and led the development of many key gameplay features in the game (e.g. Open world system, Life Skills, Endless Tower, Battleground, and GVG Siege Battle)

Oct. 2017

-Nov. 2019

Game Producer – Faceroll Games Ltd., Shanghai, China

  • Worked on and managed the development and operation of Call of Duty: Heroes, (a free-to-play spin-off from the Call of Duty franchise, published by Activision-Blizzard. Genre: city-building and tower-defense) and Monster Metropolis (a RPG with city-building and monster battling elements). (Team size: 15~30 people)
  • Created budgets and built up the team.
  • Wrote design documents, created and managed development schedules.
  • Facilitated the team with all sorts of supports.

March 2015

-Sep. 2017

Game Producer – KooGame Ltd., Shenzhen, Guangdong, China

  • Led the development of several single-player games – e.g. Lightning 3D. (Team sizes: 5~15 people)
  • Created development plans, specified deliverables at each stage, and monitored development processes.
  • Facilitated the team with all sorts of supports.
  • Reported to company management about project updates on a per week basis.

August 2013

-Dec. 2014

Senior EditorUCG Magazine, Shenzhen, China (the top videogame magazine in China)

  • Participated in and covered game industry events in the U.S.

May 2010

-June.2013

Game Designer – Tencent America, Palo Alto, CA, USA

  • Worked on Realm of Swords, a fantasy RPG + town-building game. It was Tencent’s first major mobile game targeting the western market
  • Designed, implemented and tweaked most of the mission, battle and dialog data; Participated in the marketing and PR campaign, and directed the game trailer
  • Acted as the key communicator between the U.S. and China teams in launching game on time
  • After finishing ROS, was responsible for identifying and evaluating acquisition/licensing opportunities for Tencent

Mar. 2012

-May.2013

Game Designer – Nexon America, El Segundo, CA, USA

  • Worked on The Grinns Tale, a browser game that features a unique art style, a refreshing RPG gameplay and town-building elements. It was the first in-house game project of Nexon America
  • Acted as a key contributor to the design of the game
  • Implemented and tweaked most of the mission and battle data

Nov.2011

-Mar. 2012

Game Designer Nickelodeon Virtual Worlds Group, Glendale, CA, USA

  • Worked on the game design part of Petpet Park(PPP) and several other game projects. PPP was a virtual pet browser game launched by Nickelodeon Kids & Family Virtual Worlds Group in October 2008. The game featured a new virtual world focused on Neopets’ companions, Petpets.
  • Designed and pitched new game mechanics and contents to team

Sep.2010

-Dec. 2010

3D ArtistUSC Annenberg School for Communication, Los Angeles, CA, USA

  • 3D environments design, modeling and texturing for SOLVE-IT, a HIV prevention research serious game project

Sep. 2009

-Sep. 2010

Game Lab Artist Electronic Arts Game Innovation Lab at USC, Los Angeles, CA, USA

  • 3D assets design, modeling and texturing for the Walden game. (Available on PS4)

Feb. 2009

-May 2009

Member of Editorial BoardUCG Magazine, Shenzhen, China

  • Reviewed each issue of UCG, offered feedback and advice to the staff
  • Wrote multiple published articles, ranging from exclusive interview to critique to biography

Nov. 2005

-Nov. 2007

Indie Game Experience

Eyez, a spatial puzzle platformer that explores the idea of “screenspace” (available on iOS and Windows)

  Video: http://vimeo.com/23186164 Role: Game Designer / Engineer / Artist / Director / Producer

  • Conceived the original concept and designed the game alone from scratch
  • Wrote all the code and made half of the environment art
  • Led a team of 4 members to produce art assets, writing, music and sound effects
  • Won a Fox Interactive Fellowship with this game
  • Eyez was covered by several influential game websites

Apr. 2009

-Jun. 2016

Circuit Warfare, a two-player turn-based card battle game on iOS. (App Store download link obsolete)

Video: https://www.youtube.com/watch?v=M80CFt-TwNE Role: Game Designer / Artist

  • Designed the game from scratch and made all the art assets in the game
  • Collaborated with 4 engineers in the team to get the game available on App Store

Mar. 2010

-Apr. 2011

Monoverse: This is not Physics (PC), an experimental game about the perception of space.

  Video: http://vimeo.com/13598742 Role: Game Designer/ Engineer

  • Came up with the original concept from my experience in spatial design
  • Co-designed the game with the other team member
  • Wrote all the code of the game

Sep. 2009

-Dec. 2009

Kid the World Saver (PC), a 2009 Independent Games Festival Student Showcase Winner.

  VideosTeaserPostmortem Build ProgressRole: Game Designer / Character Designer / Concept Artist

  • Co-designed the game from scratch to finish as one of the three core team members
  • Designed, illustrated and animated the protagonist Kid
  • Sketched concept drawings and designed a new water-colored art style for the GDC exhibition version

Oct. 2008

-Feb. 2009

Publications

“GDC2013: The Prospect of the Next-Gen”, UCG, the top video game magazine in China, vol. 321 Mar. 2011
“GDC2011: A Peek into the Future”, UCG, vol. 271 Mar. 2011
“E3 2010 Reports”, UCG, vol.254 Jul. 2010
“An Interview to Jack Scalici, Director of CreativeProduction at 2K Games”, UCG, vol. 253 Jun. 2010
“Decipher the Game Industry through GDC2010”,UCG,vol.248 Apr. 2010
“GDC Diary”, UCG, vol.224 Apr. 2009
“From flOw to Flower-A biography of Jenova Chen the designer of flOw,” UCG, vol.207 Jul. 2008
“Interview Notes of Shanghai UBISOFT Entertainment Company,” ART&DESIGN, the top academic magazine in the field of art and design in China, vol.170 Jun. 2007
“Tsinghua University establishing a top-level base for China’s game industry,”UCG, vol.157 Jul. 2006
“The Trace of Phantasy – a complete review on Phantasy Star series,” UCG, vol.151 Apr. 2006
“Blue Burst across the starry sky – a critique on the operation of Phantasy Star Online in China,” GAMER, the only periodical focused on game culture in China), vol. 16 Feb. 2006

Media Coverage

独具慧眼 – 《Eyez》制作人陈华采访(Part1, Part2) – 游戏机实用技术(UCG) vol. 392 Apr. 2016
坚持六年,更换三个引擎,他只为这款独立游戏 – 游戏葡萄 Dec. 2015
游戏葡萄编辑部年度推荐游戏 – 游戏葡萄 Feb. 2015
【新作iOSゲー】Eyez – 特殊な目を使う少女が主人公のアクションパズルゲー!
iPhone ガメ(GAME)!
Feb. 2015
《神秘之眼》(Eyez):一个满屏游戏性的毕业设计 – 触乐 Feb. 2015
青い目を駆使して空間をつなげよう! 不思議なプラットフォームパズル『Eyez』がオススメ♪ – ISUTA Jan. 2015
Eyez for Windows Phone: Solve puzzles by controlling space itself – WindowsCentral Jun. 2013
The Fourth Wall has Eyez: Having the Same Mechanic – Indie Games Dec. 2011

Awards and Honors

Fox Interactive Thesis Fellowship May 2010
Electronic Arts Award (Fellowship) from USC SCA Jul. 2009
2009 Independent Games Festival Student Showcase Winner (Kid the World Saver team) Jan. 2009
Scholarships (Fellowship) from USC SCA including Brazil Award Fa2008, Muller Award Fa2008 and SCA Scholarship Fund Fa2008 Aug. 2008
2006-2007 Academic Year Tsinghua University Student Association Excellent President Award (only 7 out of 110student association presidents were awarded) Oct. 2007
2006-2007 Academic Year Tsinghua University Social Work Scholarship Oct. 2007
1st Prize of T.E.R. Pervasive Game Workshop (Sponsored by Nokia), Beijing 2007 Jan. 2007
Best Member of the Editorial Board of UCGAward May 2006
Tsinghua University’s Friend Scholarship: NOK Scholarship (Top 15%) Oct. 2004

Computer Skills

Office Word, Excel, PowerPoint, Project and Visio
Design
  • Adobe: Photoshop, Illustrator, InDesign, Premiere Pro, Flash, After Effects, Audition
  • Autodesk: Auto CAD, 3DS Max, Maya, Mudbox  Corel: Corel Draw, Corel Painter
  • Others: Audacity, Axure, Boujou, FinalCut Pro, Nuke, Sketch-up
Programming ActionScript, C++, C#, Java, JavaScript, Lua, Processing, Python, TorqueScript, VBA, VRML
Dev Tools Git, JIRA, MonoGame, SVN, TAPD, Torque2D, Unity

Language Capability

English Fluent. TOEIC : 810/990, Dec. 2004; new TOEFL (iBT): 104/120, Aug. 2007; Studied and worked in the US for 5 years (2008~2013)
Japanese Proficient. Japanese Language Proficiency Test Level 1 (the highest level): 327/400, Dec. 2005
Chinese Mandarin: native speaker level; Hakka: native speaker level; Cantonese: proficient
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