
Work and life

A lecture to students of Yunnan University Secondary School regarding digital game development in November 2019.

A lecture to students of Yunnan University Secondary School regarding digital game development in November 2019.

The poster of my mini project during my work probation period as a fresh man in NetEase Games in 2015.

A group photo of the development team of my mini project during my work probation period in 2015, among which are two artists, two programmers, a designer and a QA.

A group photo of mine with the development team of Tang Dynasty Warriors in the games's 5th anniversary celebration in 2015

A group photo with Zhi-ling Lin and Zi-dan Zhen, the spokeswoman and spokesman of Tang Dynasty Warriors.

Celebration to the release of Tang Dynasty Warriors Mobile in 2017.

Listening to a presentation of Jenova Chen about his methodology in game design and some key concepts of his new game Sky in 2017.

Jenova signed his signature for me on the cover of his game collection.
Games I like

Ancient Chinese game: simple rules deduces countless games and profound philosophies

Brave heart, unyielding soul, lonely adventure and awesome enemies, all in this game or one of the most glittering interactive artworks ever from my view.

I had enjoyed phenomenal experience of free adventure in this game, a widely recognized masterpiece as the best game of this age, which has manifested what an interactive big world game literally likes.

JoJo's Bizarre Adventure is originally a Japanese manga serial. I categorize it as a game due to its distinct design of fighting which has been built based on a "game-like system" rather than a drama script. In JoJo's world, every character is assigned with a unique ability, and the logic behind every fight is to better understand one's ability to defeat the opponent's.

A game, or more precisely, an amazing interactive movie that had started a revolutionary interactive narrative form and game-play. The ending of this game have impressed me up to now.

This game distinguished itself by imparting player with Chinese culture and civilization in its game-play. Attributed to this game, I got leaned of numerous ancient Chinese poems and recipes of several most representative Chinese food, and picked Go, a traditional Chinese chess game.

I think Jonathan Blow had just designed one general rule for this game: what if one can control the time. Given this rule, this game designed itself.

The journey one experiences in this game could be a metaphor of one's real life journey. Built based on Joseph Campbell's hero's journey theory, this game has conveyed an inner spiritual awakening process in its game-play. In every stage of the process, player's emotional experience is implicitly evoked and reinforced with specialized visual and acoustic elements, and level design.

The game-play of this game could be simply concluded in a word: connecting dots. However, the sense this game bring you can not be described in any words precisely. I'm sure one who has thoroughly experienced this game will necessarily contemplate those significant concerns of life regarding "meaning", "value" and "existence". Maybe at an unexpected moment during gaming, one may encounters the insight to all of the concerns but can never impart it to other people.