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Ling and the Corrupted Hollow

Level Designer | 26 Devlopers | UE 5.6

| 3D Platformer | Chinese Stylized | Environment Puzzle

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Game Synopsis

Ling and the Corrupted Hollow is a third-person puzzle-platformer inspired by traditional Chinese underworld mythology. Players control Ling and command spirit companions to possess objects and interact with the environment to solve puzzles, ultimately collecting four soul fragments to restore balance to the corrupted Hollow Woods.

My Role & Ownership

Gameplay Design

Cultural Puzzles

· Thematic Alignment ·

Mechanics Validation

Level Development

Prototyping

· Level Flow ·

Level Building & Refinement

Cross-disciplinary Collaboration

Art Briefs

· Mechanics Requirements · 

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Production Support

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· File Management ·

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Gameplay Design

          The project features a strong ancient Chinese theme. When designing gameplay mechanics, we grounded them in traceable traditional cultural customs or culturally symbolic everyday objects and their functional uses in order to preserve affordance and cultural readability, thereby reducing player cognitive load and strengthening environmental immersion.

Cultural Puzzles

Designed puzzle gameplay and stealth combat systems aligned with the project theme, GD vision, and overall game vision.

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Thematic Alignment

I proposed multiple thematic directions and outlined corresponding gameplay concepts for each, enabling the GD to select. To support clarity for an international team, I curated reference materials from widely recognized films and games to provide accessible visual and experiential context.

Brainstorming Proposal

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Integrating Game Mechanics and Depth

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Deepening Level Plan

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Mechanics Validation

Designed puzzle gameplay and stealth combat systems aligned with the project theme, GD vision, and overall game vision.

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Action Block

Produced action blocks and Whitebox Levels to communicate gameplay structure more efficiently to stakeholders and cross-disciplinary team members.

Level Design 

Contributed to the early prototyping of the Garden level and led the full production cycle of Boat Crossing, from initial layout through implementation and iteration.

Prototyping  (Garden Level)

Designed and built the Garden whitebox to validate the core gameplay loop. Worked with the programmer to test the pacing between puzzle-solving and combat.

Designed the half of two Garden level versions inspired by Suzhou’s four classical gardens

Garden Design Version 1

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using touring routes to shape the level flow and exploring varied gameplay experiences.

Garden Design Version 2 (Final Deliverable)

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Level Flow (Boat Corssing)

I structured Boat Crossing around a main river channel and branching tributaries. The main channel defined the primary flow and guided players toward the final objective, while each tributary introduced specific gameplay types with increasing difficulty based on the number and combination of mechanics involved.

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Level Building & Refinement  (Boat Crossing)

Boat Crossing Whitebox

I built the initial whitebox with simple placeholder interactions to demonstrate the intended experience and validate the design direction with stakeholders and the GD.

The first playable integrated basic object-moving functionality from the programmer and early art assets.

Boat Crossing First Playable

The first playable integrated basic object-moving functionality from the programmer and early art assets.

Boat Crossing Final Deliverable

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Cross-disciplinary collaboration

          The project features a strong ancient Chinese theme. When designing gameplay mechanics, we grounded them in traceable traditional cultural customs or culturally symbolic everyday objects and their functional uses in order to preserve affordance and cultural readability, thereby reducing player cognitive load and strengthening environmental immersion.

Art Briefs

Art briefs included visual references, intended use, interactive component breakdowns, and production priorities.

Mechanics Requirements

Mechanics requirements documented visual references, interaction methods and states, player-state restrictions, and how the interaction changed under different conditions.

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Production Support

Proactively communicated issues identified within the team and proposed practical solutions to address them.

File Management

Identified risks caused by inconsistent asset placement and later reorganized the affected files, repaired the resulting issues, and restored the level to a workable state.

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​Gallery

Postmortem

What Went Well?

  1. I have expanded more interesting and playable ACTION on the existing game mechanism. 

  2. I helped SD with the minimum cost program to change the improvement of the entire gameplay experience.

  3. At each stage, I tried to make my levels be more comfortable and simpler to players, instead of being confused and simple in the level.

What Went Wrong?

  1. My computer is damaged, resulting in slow progress.

  2. The part of the repeated operation of Level5 Part2 belongs to the step that can be improved from the design.

  3. I need to understand the situation before asking questions.

What I Learned?

  1. When we receive a Feedback, testers are usually a suggestion based on his feelings, and the best solution is likely not the direction of the tester.

  2. The method to find the lowest cost can reach the maximum benefits.

  3. I will inform PEER in advance which part of the PEER is doing at work, which can avoid the Preforce conflict

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