KUANGPI APPLICATION DOSSIER / 2027

X 0314 / Y 2027 · EARLY RECRUITMENT

关卡策划申请档案

LEVEL DESIGN APPLICATION DOSSIER

张桥雨
关卡策划
QIAOYU ZHANG
LEVEL DESIGNER

关卡策划|Unity 玩法原型开发
Level Designer / Gameplay Prototyper

以系统设计和 Unity 原型能力为基础,通过空间、机制和单位规则构建可测试、可迭代的关卡体验。

I turn systems, mechanics, and unit rules into testable level experiences, using Unity prototypes to iterate on space, pacing, and player decisions.

01 / SYSTEMS → EXPERIENCE 02 / UNITY → PLAYABLE PROOF 03 / TEST → ITERATION

FRAME 01 / SELECTED WORK

精选项目SELECTED WORK

从机制教学、尺度切换到团队项目,以下案例展示我如何把规则组织成可以游玩的空间与流程。

These cases show how I turn rules into playable spaces and flows, from mechanic teaching and scale shifts to team production.

Level Design Studio Final 教室关卡俯视图与路径标注 CASE / 03
EARLIER WORK2024.03—05UE5 · SOLO BLOCKOUT

Level Design Studio Final

第一人称教室复刻 blockout:玩家可缩小体型,从日常尺度进入微观尺度,发现隐藏在熟悉空间中的路径与互动。

A first-person classroom blockout where shrinking shifts the player from everyday scale to miniature paths and interactions hidden inside a familiar space.

设计目标
DESIGN GOAL
先用无法按普通尺寸通过的出口确认玩家掌握缩小,再让熟悉教室在尺度切换后产生新的路线与探索趣味。
First gate the exit behind shrinking, then use the scale shift to reveal new routes and discoveries inside a familiar classroom.
个人范围
SCOPE
个人课程作业;独立完成玩法构思与实现、关卡 blockout、空间搭建和交互,并完成普通/缩小两种尺度下的完整流程。
Solo course final covering gameplay design and implementation, level blockout, spatial construction, and interactions across both normal and reduced-scale routes.
《芸台》叙事推理游戏画面 CASE / 04
2025.09—2026DEVELOPMENT ENDEDPUBLIC DEMO

《芸台》 YUNTAI

当代中国背景的叙事推理团队项目,公开 Steam Demo 仍可玩。我主导音效与音乐,并在制作过程中参与游戏设计讨论。

A narrative detective team project set in modern China with a playable Steam demo. I led sound and music and joined game-design discussions throughout production.

个人职责:音效设计与音乐主导;开发期间参与游戏设计讨论。

Role: sound design and music lead; participated in game-design discussions during production.

Logophile 游戏标志 CASE / 05
TEAM OF 4IN DEVELOPMENT

Logophile

双人实时竞技打字游戏:双方根据同一字母限制,在短时限内输入最长有效英文单词,词长差直接转化为伤害。加入团队后负责 UI 实现,并参与玩法编程、规则迭代与 playtest。

A two-player competitive typing game: both players answer the same letter constraint under a short timer, and word-length difference becomes damage. I implemented UI and contributed gameplay code, rule iteration, and playtesting.

状态:项目持续开发中;Steam 页面已公开,Steam Demo 尚未发布。itch.io 为早期可玩版本。

Status: in active development. The Steam page is public, the Steam demo has not been released, and itch.io hosts an early playable version.

继续阅读 Fightory 系统设计案例CONTINUE TO THE FIGHTORY SYSTEM DESIGN CASE

FRAME 02 / DESIGN METHOD

从规则到体验FROM RULES TO EXPERIENCE

我的工作方式是先明确玩家要理解什么,再用空间和节奏建立练习,最后通过试玩观察调整规则。

I define what the player should understand, build spatial and pacing exercises around it, then revise the rules through play.

  1. 01

    明确目标

    DEFINE THE GOAL

    确定玩家能力、体验目标,以及团队与时间条件。

    Set the player verbs, experience goal, team scope, and time constraints.

  2. 02

    组织练习

    BUILD THE EXERCISE

    用空间、规则和节奏安排教学、练习与组合应用。

    Use space, rules, and pacing to sequence teaching, practice, and combination.

  3. 03

    试玩迭代

    PLAY AND REVISE

    记录玩家行为,对照修改前后差异,再决定下一轮调整。

    Observe player behavior, compare revisions, and decide the next change.

FRAME 03 / CONTACT

进一步了解GET IN TOUCH