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Aetherpunk-themed Action RPG Game

Crystal of Atlan

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Abstract

I worked in the AAA action rpg Crystal of Atlan team from 2020 to 2022. The game was shipped in China in July 2023, has an earnings for 400M usd till now.

Responsibilities:

Level design:

I led the full-cycle development of a wide linear level, combining layout, missions, encounters, and gameplay systems into a cohesive and well-paced player experience. Skilled in UE5 and cross-discipline collaboration, I devoted myself to delivering memorable, high-quality content under production constraints.

  • Designed level layouts and prototyped gameplay mechanics using Unreal modeling tools and Blueprints, implemented mission flow and puzzle systems that balance pacing, challenge, and player agency.

  • Shaped environment aesthetics by collaborating with narrative designers and artists—placed props, authored lighting, and aligned visual storytelling with gameplay beats to ensure a compelling and readable space.

  • Creating arena spaces with strong rhythm, spatial clarity, and mechanical intensity. Designed and implemented AI behaviors, combat encounters, and boss fights

  • Contributed to arena-level design for secondary systems (e.g., modular challenges), repurposing existing assets to deliver fresh, high-impact content with minimal overhead

  • Conducted extensive playtesting, QA, and iteration—identified issues, provided actionable feedback, and implemented efficient solutions to ensure design polish and stability

  • Maintained a highly organized level asset pipeline, managing version control for art content, optimizing editor workflows, and maintaining internal documentation for smooth cross-discipline collaboration.

Combat design:

I designed AIs, encounters, and boss fights for wide linear levels to ensure cohesive integration with narrative, level mechanics, and missions—delivering a thematic, challenging, and impressive combat experience. I use the behavior tree, anime montage, and game ability system in Unreal to implement my design.

  • Enemy Design: Collaborated with narrative designers and concept artists to create enemy groups that align with level themes, ensuring consistency in behavior and visual identity.

  • AI Design: Designed and implemented differentiated combat mechanics and behavior patterns for various enemy tiers to provide tactical depth and variety in a rich and strategic combat experience.

  • Encounter Design: Designed/modified patrol, alert, and flee systems to support realistic, logical and readable enemy behaviors in and out of combat; designed encounters in levels by arranging tailored enemy types, behaviors and emplacement to fit level pacing and layout, ensuring level content consistency.

  • Boss Fights: Designed and implemented boss AI, mechanics, and arenas; focused on integrating memorable cinematic elements with strategic and challenging gameplay.

  • Collaborative Animation/VFX Design: Worked with animators and VFX artists to design signature combat movements and visual effects that align with enemy identities and gameplay roles.

  • AI System maintenance: Partnered with engineers to modularize AI tools for reusability; documented design workflows and configuration pipelines to streamline onboarding and improve team efficiency.

Level showcase (in Chinese)

Enemy combat showcase (in Chinese)

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