My Work

Apeiron’s PvP Development

October 2023 - April 2024

A design case study documenting my role in transforming Apeiron from a PvE dungeon crawler into a competitive PvP arena. The paper combines written analysis and gameplay highlights to showcase how the design evolved from concept to live implementation. Developed during my time at Foonie Magus, Hong Kong.

Pictured is a snippet of the PvP final product - myself playing against another player on the competitive ladder.

Apeiron’s Boss Rush Balance

July 2023 - October 2023

A study examining the balance and design changes I proposed to repurpose Apeiron’s Boss Rush mode from a tournament-exclusive game mode to one publicly available. Focused on adjustments to difficulty curves, item balance, and decision opportunities. Created during my time at Foonie Magus, Hong Kong.

Pictured is a fight against the “Dark Mystic” boss, recorded by top player HOTC

Design Philosophy Learned through Practice

July 2023 - June 2025

A personal design reflection outlining the philosophies and decision-making frameworks I developed while balancing Apeiron over the course of 35 patches. This serves as a record of my thought process for addressing player feedback, systemic balance, and design trade-offs. Each bullet represents a major lesson learned through experience.

Works in Progress

Games Creation at the NYU Game Center

August 2026 - Present

Currently pursuing my MFA in Game Design at the New York University Game Center. Making digital games using Unity and Unreal Engine, and creating physical board games on a bi-weekly basis. I will update this part of my portfolio as new projects are completed. Expected graduation in Spring 2028