TIANRUI "TERI" ZHANG
GAME SYSTEM | LEVEL DESIGNER
Hello and Welcome to my portfolio!
I am a Professional Game Designer with 3+ years of experience in designing complex game systems, Skilled in crafting and balancing diverse gameplay mechanics and levels, and Successfully delivered projects recognized with reputable industry awards.
Currently, I’m a System Designer at Bytey, where I’m building the core mechanics and balancing systems for an upcoming gamified delivery platform. Beyond my role as a designer, I’m also a passionate Teamfight Tactics player, having competed semi-professionally in multiple past tournaments.
PROJECTS
Click on any image Below to view my projects. Each project is labeled with the specific focus, such as system design, level design, Multiplayer, and more.
WORK EXPERIENCES
Super Delivery - Gamified System Designer
Aug 2024 - Present
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Designed the foundational framework and core loops for a gamified delivery app to enhance user retention and engagement. Created 10+ design documents, shaping the system from the ground up, with features successfully implemented in the closed beta phase.
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Created detailed documentation for gameplay features with flowcharts and diagrams, and established efficient asset management pipeline for artists and UI/UX designers, intergrated 200+ art assets into the prototype.
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Developed a gamified coupon system featuring 81 collectible cards across 9 sets, balancing drop rates and mechanics using statistical analysis in spreadsheet to optimize profitability and user experience.
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Collaborated with the marketing team to design a 5-tier membership system, simulating revenue impact and optimizing benefits to align with financial goals. Projected to increase revenue by 10% while reducing costs by 30%.
Warped Worlds - Game Designer
May 2023 - May 2024
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Led a team of 12 to develop Chu Mo, a Chinese horror-themed escape room experience. Managed the overall production timeline to ensure on-time delivery, setting clear weekly goals and a structured six-month development schedule.
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Hosted over 200+ play sessions successfully at conferences such as Game Design Conference(GDC) Established comprehensive playtest schedules and pipeline for collecting and analyzing playtest data. Observe and analyze 500+ players’ behavior, providing insights for improvements.
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Programmed the in-game database system in Unity (C#). Made 10+ iterations and fixed bugs based on player feedback from playtests. Achieved a 70% reduction in player confusion and a 50% increase in positive player feedback, according to playtest survey results
NetEase Games - Level Design Intern - Life-After (Mobile Survival / Open-world Game)
June 2022 - August 2022
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Worked on Lifeafter, a mobile survival game developed by Netease Games, released in2018, with 15M+ global downloads and 125M+ revenue.
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Redesigned survival camp layouts utilizing Unreal Engine by optimizing building placements and refining NPC movement routes in beginner areas. Prioritizing the immersive exploration experience for new players.
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Designed the “Zombie Wave” event, introducing immersive combat opportunities for new players to acquire resources. Developed the event concept from design documentation, including loot tables, spawn patterns, and reward distribution, with the event successfully launched in-game.
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Collaborated with QA and Live Operation team to analyze existing game levels, identifying areas of improvement. Complied a document with 100+ Issues and corresponding potential solutions. Integrated insights from playtest experience and online community feedback.
NetEase Games - Combat Design Intern - Unannouced 3rd Person PVE Shooter
July 2021 - September 2021
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Collaborated with the Game Director on core systems for a third-person PvE shooter demo, outlining enemy characters, player classes, and weapon systems. Designed and documented 6+ character classes and 10+ weapons to support variety of playstyles.
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Researched third and first person camera setups in published games, analyzing animation sequences frame by frame. Developed 3 optimized third-person camera systems in Unreal Engine using blueprints.
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Analyzed core systems of 3 recently published games, focusing on random map generation and character class design. Compiled results into a detailed design document with verbal and graphical explanations for over 20+ pages, guiding other game designers on future production.