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	<title>Cooper Yang Portfolio</title>
	<link>https://cooperyang.cargo.site</link>
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	<pubDate>Sun, 24 Aug 2025 23:35:07 +0000</pubDate>
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		<title>Game Projects</title>
				
		<link>https://cooperyang.cargo.site/Game-Projects</link>

		<pubDate>Mon, 04 Sep 2023 16:18:55 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

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	SYNCED: Off Planet (Tencent)Combat Designer

︎NExT Studio 
︎Boss Fight &#38;nbsp;&#38;nbsp;
︎UE Blueprint



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	VECT0RGame Designer, Level Designer
︎USC Games︎Arena Shooter︎Evolving Loadouts
	
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Epitaph 1997
Level Designer, Producer

︎NYU Game Center&#38;nbsp;
︎Eastern Horror 
︎Action RPG 






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	FlashlightGame Designer, Level Designer

︎Survival Horror



︎Puzzle 
︎Top Down
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	VAMPGame Designer, Hardware Engineer
︎VR ︎Arcade Revival︎Unreal Engine 5︎Sony Transmedia Challenge 
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		<title>Game Projects copy</title>
				
		<link>https://cooperyang.cargo.site/Game-Projects-copy</link>

		<pubDate>Sun, 24 Aug 2025 23:35:07 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

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&#60;img width="640" height="358" width_o="640" height_o="358" data-src="https://freight.cargo.site/t/original/i/52b4ab8e4df1d87d845ba93daa399ee3714aaafb5eaaa74bd93d3d88d9bb1430/Dec-23-2023-22-00-58.gif" data-mid="237412754" border="0"  src="https://freight.cargo.site/w/640/i/52b4ab8e4df1d87d845ba93daa399ee3714aaafb5eaaa74bd93d3d88d9bb1430/Dec-23-2023-22-00-58.gif" /&#62;

	SYNCED: Off Planet (Tencent)Combat Designer

︎NExT Studio 
︎Boss Fight &#38;nbsp;&#38;nbsp;
︎UE Blueprint



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	VECT0RGame Designer, Level Designer
︎USC Games︎Arena Shooter︎Evolving Loadouts
	
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Epitaph 1997
Level Designer, Producer

︎NYU Game Center&#38;nbsp;
︎Eastern Horror 
︎Action RPG 






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	FlashlightGame Designer, Level Designer

︎Survival Horror



︎Puzzle 
︎Top Down
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	VAMPGame Designer, Hardware Engineer
︎VR ︎Arcade Revival︎Unreal Engine 5︎Sony Transmedia Challenge 
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		<title>Archive</title>
				
		<link>https://cooperyang.cargo.site/Archive-1</link>

		<pubDate>Mon, 18 Nov 2024 11:05:48 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

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&#60;img width="640" height="393" width_o="640" height_o="393" data-src="https://freight.cargo.site/t/original/i/c4b2599659fdb6ecf3bfb3300c6d0892a0802aef403a44a8c665c86d379dbc65/Sep-04-2023-23-23-30.gif" data-mid="237412652" border="0"  src="https://freight.cargo.site/w/640/i/c4b2599659fdb6ecf3bfb3300c6d0892a0802aef403a44a8c665c86d379dbc65/Sep-04-2023-23-23-30.gif" /&#62;

	JudgeGame Designer




︎Puzzle︎Dystopian






	
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	Incite&#38;amp; InfiltrateGame Designer


︎Alien Invasion︎Deck&#38;nbsp;Building


	
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Experimental Pico 8 Projects&#38;nbsp;Game Designer

︎12 Prototypes in 4 month︎Pico 8


	
&#60;img width="640" height="401" width_o="640" height_o="401" data-src="https://freight.cargo.site/t/original/i/5b72e2514f09cadf86f3707432ef3e0c39cb907cf195b257885ababb36602b69/Sep-04-2023-22-24-30.gif" data-mid="221953793" border="0"  src="https://freight.cargo.site/w/640/i/5b72e2514f09cadf86f3707432ef3e0c39cb907cf195b257885ababb36602b69/Sep-04-2023-22-24-30.gif" /&#62;

	










Doom E1M1 Clone
Game Designer
















︎Doom





	
&#60;img width="640" height="358" width_o="640" height_o="358" data-src="https://freight.cargo.site/t/original/i/d72ee41443ec162c69cc4a10a2b12a77c4cdd038c2786e5e583dc3823075951c/May-11-2025-18-02-02.gif" data-mid="237412645" border="0"  src="https://freight.cargo.site/w/640/i/d72ee41443ec162c69cc4a10a2b12a77c4cdd038c2786e5e583dc3823075951c/May-11-2025-18-02-02.gif" /&#62;

	












VECT0R - Level Design ︎Arena Shooter︎FPS






	
&#60;img width="640" height="357" width_o="640" height_o="357" data-src="https://freight.cargo.site/t/original/i/73f3b66b85efe5184db43175335c771e1dd34f6e08b5e2533bc2b58437a674b4/Sep-04-2023-23-19-14.gif" data-mid="221953792" border="0"  src="https://freight.cargo.site/w/640/i/73f3b66b85efe5184db43175335c771e1dd34f6e08b5e2533bc2b58437a674b4/Sep-04-2023-23-19-14.gif" /&#62;

	
	










Epitaph 1997 - Level Design ︎Eastern Horror︎Action RPG︎Puzzle


	&#60;img width="2103" height="1284" width_o="2103" height_o="1284" data-src="https://freight.cargo.site/t/original/i/a3230ea54ceab0e743686f2532e89b73122d51aae60232776c9aac5327cab595/Snipaste_2024-11-18_05-38-49.png" data-mid="237412646" border="0"  src="https://freight.cargo.site/w/1000/i/a3230ea54ceab0e743686f2532e89b73122d51aae60232776c9aac5327cab595/Snipaste_2024-11-18_05-38-49.png" /&#62;
	Zhuang Zhou Dreamed of Butterfly - Level Design

︎Daoist 
︎Butterfly 
︎3D Platformer&#38;nbsp;

	
&#60;img width="640" height="354" width_o="640" height_o="354" data-src="https://freight.cargo.site/t/original/i/4727a6db450743c138b4895f68f3e987ce03755ef4bc555ba99b2cfb72e7fcab/Nov-18-2024-07-04-58.gif" data-mid="237412647" border="0"  src="https://freight.cargo.site/w/640/i/4727a6db450743c138b4895f68f3e987ce03755ef4bc555ba99b2cfb72e7fcab/Nov-18-2024-07-04-58.gif" /&#62;

	Portal 2: Light Bridge - LD
︎Steam Workshop 
︎Puzzle

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		<title>Information</title>
				
		<link>https://cooperyang.cargo.site/Information</link>

		<pubDate>Mon, 04 Sep 2023 16:18:55 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

		<guid isPermaLink="true">https://cooperyang.cargo.site/Information</guid>

		<description>About Me
	
	



&#60;img width="1279" height="1706" width_o="1279" height_o="1706" data-src="https://freight.cargo.site/t/original/i/df672bdb60dcdfa286e87d5378356303340c6d8e4b41dc59ecc3cdd0d8ede2ce/Me.jpg" data-mid="236200798" border="0"  src="https://freight.cargo.site/w/1000/i/df672bdb60dcdfa286e87d5378356303340c6d8e4b41dc59ecc3cdd0d8ede2ce/Me.jpg" /&#62;


	











Hi,

I’m Cooper, a game designer passionate about creating experiences that foster empathy, connection, and joy. At NExT Studio, I contributed to SYNCED: Off-Planet, designing levels and bosses.&#38;nbsp;

I hold a BFA in Game Design from NYU Game Center and am currently pursuing an MS in Game Design at USC, focus on blending narrative and gameplay. My skills include level design, combat design, enemy AI, and rapid prototyping, with proficiency in Unity, Unreal Engine, C#, and Unreal Blueprints.

If you’d like to chat about game design or potential collaborations, feel free to reach out!

Best,
Cooper




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		<title>SYNCED: Off Planet</title>
				
		<link>https://cooperyang.cargo.site/SYNCED-Off-Planet</link>

		<pubDate>Mon, 04 Sep 2023 16:18:56 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

		<guid isPermaLink="true">https://cooperyang.cargo.site/SYNCED-Off-Planet</guid>

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	SYNCED: Off PlanetEnemy Designer, Level Designer

2022.8-2024.5

- TPS, Unreal Engine 4
- Developed by NExT Studios, SYNCED is a co-op looter shooter where players will fight alongside their tamed Nano. 






	My Contributions
- Developed multiple&#38;nbsp;boss fights for PvE, including the final boss for Season 1 and the Season 2 update.

- Designed the Rift system, a core feature in the main PvE level.


- Created the VR Training level, focused on onboarding and player skill-building.
 


































	Boss Design
	

Lambent Mind Boss Fight Walkthrough
	Boss Design Approach:

- Boss attacks are designed around the core combat system ​(firearms, AI companions, nano leap).- Bosses are able to close distances and switch targets very fast, encouraging player to do strategic movement and positioning - Bosses’ vulnerable parts create opportunities for players to combine puzzle-solving with combat skills, rewarding precision and timing.

	
Key Boss Design - Lambent Mind (Final Boss, Season 1):


	
&#60;img width="640" height="358" width_o="640" height_o="358" data-src="https://freight.cargo.site/t/original/i/6fe1e0bd16e4d9e7b585cd8b244f822c3ba1f089a1d907080df8de92336b2c5d/boss1.gif" data-mid="200033863" border="0"  src="https://freight.cargo.site/w/640/i/6fe1e0bd16e4d9e7b585cd8b244f822c3ba1f089a1d907080df8de92336b2c5d/boss1.gif" /&#62;
&#60;img width="640" height="358" width_o="640" height_o="358" data-src="https://freight.cargo.site/t/original/i/ed00d77d65c1cd7bdbe0596494e9005acd05b9f50833fa9e6ec57497150693fd/boss2.gif" data-mid="200033865" border="0"  src="https://freight.cargo.site/w/640/i/ed00d77d65c1cd7bdbe0596494e9005acd05b9f50833fa9e6ec57497150693fd/boss2.gif" /&#62;

	Phase 1: - Two bosses—one specializes in close-range combat, the other in long-range attacks.- Cooperative mechanics: heal each other or coordinating attacks.



	











&#60;img width="640" height="358" width_o="640" height_o="358" data-src="https://freight.cargo.site/t/original/i/52b4ab8e4df1d87d845ba93daa399ee3714aaafb5eaaa74bd93d3d88d9bb1430/Dec-23-2023-22-00-58.gif" data-mid="200033864" border="0"  src="https://freight.cargo.site/w/640/i/52b4ab8e4df1d87d845ba93daa399ee3714aaafb5eaaa74bd93d3d88d9bb1430/Dec-23-2023-22-00-58.gif" /&#62;
&#60;img width="480" height="270" width_o="480" height_o="270" data-src="https://freight.cargo.site/t/original/i/410cc4525c9ea8d7fc4b6bf266d0ebd3c7145c55b5ce21e75f6db95ada07ac69/Dec-23-2023-22-12-35.gif" data-mid="200033968" border="0"  src="https://freight.cargo.site/w/480/i/410cc4525c9ea8d7fc4b6bf266d0ebd3c7145c55b5ce21e75f6db95ada07ac69/Dec-23-2023-22-12-35.gif" /&#62;

	Phase 2: - The two bosses merge into a single, larger entity with enhanced speed and strength. &#38;nbsp; &#38;nbsp; - Combined attack patterns from both earlier forms create a more&#38;nbsp;comprehensive challenge.

    
    
    
    


	
&#60;img width="640" height="356" width_o="640" height_o="356" data-src="https://freight.cargo.site/t/original/i/5a16bdacbb082f6e467880ffcae40900519504e0ee70777c866bbb199988baa2/Nov-17-2024-00-17-44.gif" data-mid="221899860" border="0"  src="https://freight.cargo.site/w/640/i/5a16bdacbb082f6e467880ffcae40900519504e0ee70777c866bbb199988baa2/Nov-17-2024-00-17-44.gif" /&#62;
&#60;img width="640" height="356" width_o="640" height_o="356" data-src="https://freight.cargo.site/t/original/i/ae426043190e2f953f90af0edaa951c4b4b0a2f9875b0f3e2adeb812d1885ff9/Nov-17-2024-00-18-54.gif" data-mid="221899970" border="0"  src="https://freight.cargo.site/w/640/i/ae426043190e2f953f90af0edaa951c4b4b0a2f9875b0f3e2adeb812d1885ff9/Nov-17-2024-00-18-54.gif" /&#62;
Other Bosses I Designed


	Rift System

	

Rift Gameplay

	

Rift Chaser Story Trailer


	The Rift system launched with SYNCED on September 8, 2023.

	
&#60;img width="480" height="270" width_o="480" height_o="270" data-src="https://freight.cargo.site/t/original/i/7c0928b130b1ab08b67d18d8a6c1faac49b7869100653e5026cc6f2b2998a7ce/Oct-13-2023-00-40-06.gif" data-mid="193506102" border="0"  src="https://freight.cargo.site/w/480/i/7c0928b130b1ab08b67d18d8a6c1faac49b7869100653e5026cc6f2b2998a7ce/Oct-13-2023-00-40-06.gif" /&#62;

&#60;img width="640" height="360" width_o="640" height_o="360" data-src="https://freight.cargo.site/t/original/i/58b26d4d460f579e2d73ca8fb9630ab307b2ddc4ed60da9a7c31c5d36607649c/rift1.gif" data-mid="193506101" border="0"  src="https://freight.cargo.site/w/640/i/58b26d4d460f579e2d73ca8fb9630ab307b2ddc4ed60da9a7c31c5d36607649c/rift1.gif" /&#62;


	Experience Goal:-	To enrich PvE gameplay by offering controlled, sub-level challenges beyond the standard open-world combat in the Dead Sector.


	
&#60;img width="1507" height="1098" width_o="1507" height_o="1098" data-src="https://freight.cargo.site/t/original/i/9c5fa52d3133369347f697405a1201bf080dc0f947c2846318ed7713a00218ed/Snipaste_2023-10-09_23-50-41.png" data-mid="193158122" border="0" alt="Core Game Flow" data-caption="Core Game Flow" src="https://freight.cargo.site/w/1000/i/9c5fa52d3133369347f697405a1201bf080dc0f947c2846318ed7713a00218ed/Snipaste_2023-10-09_23-50-41.png" /&#62;

	Dynamic Rifts:

- Each Rift introduces randomized mechanics to keep gameplay fresh and engaging.-	Players collect narrative fragments within Rifts to uncover the origins of Nano creatures.- Randomized Rift placement and completion order provide unique story interpretations for each player.

    
    

	


	VR Training

	


	I conceptualized and refined the VR Training levels, a space where players can test their loadouts and tackle a variety of challenges.

	











&#38;nbsp;
	
Core functions:

	
&#60;img width="480" height="270" width_o="480" height_o="270" data-src="https://freight.cargo.site/t/original/i/c2e9e61acfdf9b5b72d8b06075572c25acc34e05211b2bdfa0b07ab4b86d2065/Oct-13-2023-00-31-01.gif" data-mid="193505319" border="0"  src="https://freight.cargo.site/w/480/i/c2e9e61acfdf9b5b72d8b06075572c25acc34e05211b2bdfa0b07ab4b86d2065/Oct-13-2023-00-31-01.gif" /&#62;

	1. Onboarding: It acquaints players with nanos, perks, and the game's weaponry. To support this, I incorporated a concise tutorial ensuring players maximize their VR Training experience.

	
&#60;img width="480" height="270" width_o="480" height_o="270" data-src="https://freight.cargo.site/t/original/i/b30c332f237cd15942efa77419fee40e27bcc1b083343ac0690e8de47e2d0260/Oct-13-2023-00-28-54.gif" data-mid="193505143" border="0"  src="https://freight.cargo.site/w/480/i/b30c332f237cd15942efa77419fee40e27bcc1b083343ac0690e8de47e2d0260/Oct-13-2023-00-28-54.gif" /&#62;

	2. Loadout Testing: Players can evaluate their chosen combinations of perks and weapons using test dummies. The VR Training also offers a glimpse into weapons and perks they haven't unlocked yet, allowing for experimentation.

	
&#60;img width="480" height="270" width_o="480" height_o="270" data-src="https://freight.cargo.site/t/original/i/2faa8d9678acab05ee698a366d05f391e48a03dee5b378bc2b79125ec5390902/Oct-13-2023-00-29-10.gif" data-mid="193505140" border="0"  src="https://freight.cargo.site/w/480/i/2faa8d9678acab05ee698a366d05f391e48a03dee5b378bc2b79125ec5390902/Oct-13-2023-00-29-10.gif" /&#62;

	3. Skill Challenges: The level includes an array of tasks, ranging from mobility tests to combat scenarios. To foster competitiveness, each challenge is accompanied by a leaderboard, enabling players to measure their prowess against others.
</description>
		
	</item>
		
		
	<item>
		<title>VECT0R</title>
				
		<link>https://cooperyang.cargo.site/VECT0R</link>

		<pubDate>Sat, 12 Apr 2025 03:03:31 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

		<guid isPermaLink="true">https://cooperyang.cargo.site/VECT0R</guid>

		<description>
	


	VECT0RGame Designer, Level Designer

2025.1-Present

︎ITCH PAGE
- FPS, Unity
- 2v2 Arena Shooter: Emphasize high movement speed
- Evolving Loadout System: Allows players to customize and upgrade their loadout throughout each round.



	My Contributions
- Card-Based Loadout System:&#38;nbsp;Designed and developed a flexible loadout mechanic that allows players to customize weapons and gadgets throughout the match.

- Weapon and Movement Gadgets: Designed and developed various weapons and gadgets, like grappling hook, dash, &#38;nbsp;minigun, rocket launcher etc.&#38;nbsp;

- Level Layout, Environmental Art &#38;amp; Lighting: Planned and designed the arena, ensuring a balanced layout, cohesive aesthetics, and engaging atmosphere.

- Player Movement System: Implemented core movement mechanics to deliver responsive, high-speed gameplay.
 


































Core Game Loop/Mechanics
	&#60;img width="943" height="840" width_o="943" height_o="840" data-src="https://freight.cargo.site/t/original/i/dbe053c4ae0d800bf9f4ed9ccc02f1a67b62db20c01ef7097d1764b24e699c49/Snipaste_2025-04-13_13-39-08.png" data-mid="229747183" border="0"  src="https://freight.cargo.site/w/943/i/dbe053c4ae0d800bf9f4ed9ccc02f1a67b62db20c01ef7097d1764b24e699c49/Snipaste_2025-04-13_13-39-08.png" /&#62;
	&#60;img width="949" height="506" width_o="949" height_o="506" data-src="https://freight.cargo.site/t/original/i/7127426d3d919a3fa324545d0bab6bcf990be0713b881218578c2365c5571236/Snipaste_2025-04-13_13-39-18.png" data-mid="229747184" border="0"  src="https://freight.cargo.site/w/949/i/7127426d3d919a3fa324545d0bab6bcf990be0713b881218578c2365c5571236/Snipaste_2025-04-13_13-39-18.png" /&#62;


	
&#60;img width="1202" height="670" width_o="1202" height_o="670" data-src="https://freight.cargo.site/t/original/i/6a48adbaaf9035970e297680c74191dad62af6f72da8df4f991c9aa113110e53/May-11-2025-17-19-16.gif" data-mid="233063579" border="0"  src="https://freight.cargo.site/w/1000/i/6a48adbaaf9035970e297680c74191dad62af6f72da8df4f991c9aa113110e53/May-11-2025-17-19-16.gif" /&#62;
&#60;img width="640" height="354" width_o="640" height_o="354" data-src="https://freight.cargo.site/t/original/i/43d6cb1dd3dc5a7d8c83c7da973022caf2ae6ba8b9e6de61952daab0a7f21cc8/May-11-2025-17-24-00.gif" data-mid="233063580" border="0"  src="https://freight.cargo.site/w/640/i/43d6cb1dd3dc5a7d8c83c7da973022caf2ae6ba8b9e6de61952daab0a7f21cc8/May-11-2025-17-24-00.gif" /&#62;


	
&#60;img width="640" height="356" width_o="640" height_o="356" data-src="https://freight.cargo.site/t/original/i/d42f75f5b61711f143c67be919a0a9efa1ad71d7287e76f3569630da1a354e18/May-11-2025-17-50-40.gif" data-mid="233063797" border="0"  src="https://freight.cargo.site/w/640/i/d42f75f5b61711f143c67be919a0a9efa1ad71d7287e76f3569630da1a354e18/May-11-2025-17-50-40.gif" /&#62;


	Card Based Loadout

	
&#60;img width="1202" height="670" width_o="1202" height_o="670" data-src="https://freight.cargo.site/t/original/i/6a48adbaaf9035970e297680c74191dad62af6f72da8df4f991c9aa113110e53/May-11-2025-17-19-16.gif" data-mid="233063579" border="0"  src="https://freight.cargo.site/w/1000/i/6a48adbaaf9035970e297680c74191dad62af6f72da8df4f991c9aa113110e53/May-11-2025-17-19-16.gif" /&#62;

	










Every match feels fresh and unpredictable thanks to randomized card options and evolving loadouts. 
Cards serve as the core of your strategy, offering an array of weapons, buffs, and gadgets. During the preparation phase, a shop displays randomized card options, ensuring each round requires new tactics and adaptations.







	WEAPONS AND MOVEMENT GADGETS&#38;nbsp;


	
&#60;img width="640" height="358" width_o="640" height_o="358" data-src="https://freight.cargo.site/t/original/i/d72ee41443ec162c69cc4a10a2b12a77c4cdd038c2786e5e583dc3823075951c/May-11-2025-18-02-02.gif" data-mid="233063829" border="0"  src="https://freight.cargo.site/w/640/i/d72ee41443ec162c69cc4a10a2b12a77c4cdd038c2786e5e583dc3823075951c/May-11-2025-18-02-02.gif" /&#62;
Grappling Hook
	
&#60;img width="1328" height="744" width_o="1328" height_o="744" data-src="https://freight.cargo.site/t/original/i/b9590bfc71f4aeb5e4b91579a6100c22faa8767d488f4bb38f2c4f4925856858/May-11-2025-17-59-10.gif" data-mid="233063827" border="0"  src="https://freight.cargo.site/w/1000/i/b9590bfc71f4aeb5e4b91579a6100c22faa8767d488f4bb38f2c4f4925856858/May-11-2025-17-59-10.gif" /&#62;
Dash Device

	
&#60;img width="1328" height="744" width_o="1328" height_o="744" data-src="https://freight.cargo.site/t/original/i/89ab49ca8675e168a1875168632a270a324606b3b39d93cc685190df4b826ace/May-11-2025-17-59-34.gif" data-mid="233063828" border="0"  src="https://freight.cargo.site/w/1000/i/89ab49ca8675e168a1875168632a270a324606b3b39d93cc685190df4b826ace/May-11-2025-17-59-34.gif" /&#62;
Shotgun
	
&#60;img width="640" height="356" width_o="640" height_o="356" data-src="https://freight.cargo.site/t/original/i/f591163105e8aec60ceb06600f0d96b6f63c47a26352c17aa7c9d666d5af1ee2/May-11-2025-18-07-07.gif" data-mid="233063849" border="0"  src="https://freight.cargo.site/w/640/i/f591163105e8aec60ceb06600f0d96b6f63c47a26352c17aa7c9d666d5af1ee2/May-11-2025-18-07-07.gif" /&#62;
Minigun

	
&#60;img width="640" height="358" width_o="640" height_o="358" data-src="https://freight.cargo.site/t/original/i/385f2ab9edde8f8a6e45153275ba1cac7354711d1e54238ebd77640ccfdf0dfa/May-11-2025-18-08-10.gif" data-mid="233063850" border="0"  src="https://freight.cargo.site/w/640/i/385f2ab9edde8f8a6e45153275ba1cac7354711d1e54238ebd77640ccfdf0dfa/May-11-2025-18-08-10.gif" /&#62;
Rocket Launcher

	Level Design

    
    

	


	

Initial Guidelines&#38;nbsp;
 1. Ample Vertical Spaces – Players should have multiple ways to move vertically.
2. No Sharp or Tight Corners – Accommodates high movement speeds.
3. Symmetrical Maps – Ensures balanced, competitive play.
4. Falling Off the Map – Players can be knocked or jump off edges.



	
&#60;img width="1052" height="613" width_o="1052" height_o="613" data-src="https://freight.cargo.site/t/original/i/6941207d6cd76135a0de4d936cc620000345672baa8e2f4cd1a4e729f0d87cae/Attept1_3D.png" data-mid="229755280" border="0"  src="https://freight.cargo.site/w/1000/i/6941207d6cd76135a0de4d936cc620000345672baa8e2f4cd1a4e729f0d87cae/Attept1_3D.png" /&#62;
&#60;img width="663" height="540" width_o="663" height_o="540" data-src="https://freight.cargo.site/t/original/i/5604bcc894723b8e621f98c011eafa8235d5d6e01d38dc911c4f5759619f2d1b/Attemp1_Top.png" data-mid="229755274" border="0"  src="https://freight.cargo.site/w/663/i/5604bcc894723b8e621f98c011eafa8235d5d6e01d38dc911c4f5759619f2d1b/Attemp1_Top.png" /&#62;

	1st Blockout Iteration
1. The map was way too large, causing long delays before encountering enemies.





	
&#60;img width="924" height="530" width_o="924" height_o="530" data-src="https://freight.cargo.site/t/original/i/c0919db5040713581737b61046ae801ab55106415e22841a69e0a91279f855bc/Attempt2_3D.png" data-mid="229755276" border="0"  src="https://freight.cargo.site/w/924/i/c0919db5040713581737b61046ae801ab55106415e22841a69e0a91279f855bc/Attempt2_3D.png" /&#62;
&#60;img width="462" height="550" width_o="462" height_o="550" data-src="https://freight.cargo.site/t/original/i/0771ed62487f46e77bb6a0483e613adedb6c5187f2e99a98a9844941d22a6b5a/Attempt2_Top.png" data-mid="229755293" border="0"  src="https://freight.cargo.site/w/462/i/0771ed62487f46e77bb6a0483e613adedb6c5187f2e99a98a9844941d22a6b5a/Attempt2_Top.png" /&#62;

	2nd Blockout Iteration1. Reduced the map’s size, but it now lacked sufficient obstacles.2. Players tended to gravitate toward the center of the map.

	
&#60;img width="1193" height="918" width_o="1193" height_o="918" data-src="https://freight.cargo.site/t/original/i/56c0f5486cb31fe58cea24077b5475f02cdf67d07c3dade97e8ac7ba6b7a0b66/Snipaste_2025-04-13_23-06-36.jpg" data-mid="229756456" border="0"  src="https://freight.cargo.site/w/1000/i/56c0f5486cb31fe58cea24077b5475f02cdf67d07c3dade97e8ac7ba6b7a0b66/Snipaste_2025-04-13_23-06-36.jpg" /&#62;

	Blockout Rework Sketches
1. Kept only the center area (the most interesting part).
2. Added a third floor for increased verticality.
3. Introduced more obstacles to enhance cover and strategic movement.
4. Placed resources to create choke points and direct player flow.


	
&#60;img width="1312" height="821" width_o="1312" height_o="821" data-src="https://freight.cargo.site/t/original/i/8bf400d24f03e110b66a4edf304e0aea0b8fe366af22af94c6a0fbdcb8e379cc/Alpha_3D_2.png" data-mid="229755304" border="0"  src="https://freight.cargo.site/w/1000/i/8bf400d24f03e110b66a4edf304e0aea0b8fe366af22af94c6a0fbdcb8e379cc/Alpha_3D_2.png" /&#62;
&#60;img width="1506" height="823" width_o="1506" height_o="823" data-src="https://freight.cargo.site/t/original/i/40d59940a6c62e862bccfda90211300f905bc91acf418aac39b33cbffd518a87/Alpha_3D.png" data-mid="229755303" border="0"  src="https://freight.cargo.site/w/1000/i/40d59940a6c62e862bccfda90211300f905bc91acf418aac39b33cbffd518a87/Alpha_3D.png" /&#62;

	3rd Blockout Iteration&#38;nbsp;1. Introduced blockout metrics to refine scale and prevent the map from becoming too large.



	
&#60;img width="1196" height="1196" width_o="1196" height_o="1196" data-src="https://freight.cargo.site/t/original/i/2fbe251252df9709677be8e10d58a26298724d0019264818f0993a07909b087a/Beta_3D_3.png" data-mid="229755460" border="0"  src="https://freight.cargo.site/w/1000/i/2fbe251252df9709677be8e10d58a26298724d0019264818f0993a07909b087a/Beta_3D_3.png" /&#62;

&#60;img width="1505" height="819" width_o="1505" height_o="819" data-src="https://freight.cargo.site/t/original/i/59c245b654d2827fb1a4d5f00ffe43a2397e80feff3e06ba3610e3b6f4687651/Beta_3D_2.png" data-mid="229755457" border="0"  src="https://freight.cargo.site/w/1000/i/59c245b654d2827fb1a4d5f00ffe43a2397e80feff3e06ba3610e3b6f4687651/Beta_3D_2.png" /&#62;
&#60;img width="1498" height="813" width_o="1498" height_o="813" data-src="https://freight.cargo.site/t/original/i/f222affc62391278fc1aeba75c308c5ec15511330ed2365e48252dccddd219e5/Beta_3D.png" data-mid="229755461" border="0"  src="https://freight.cargo.site/w/1000/i/f222affc62391278fc1aeba75c308c5ec15511330ed2365e48252dccddd219e5/Beta_3D.png" /&#62;

	Level Art
Adopted a brutalist architectural style, highlighting concrete materials to establish a stark, grim atmosphere—perfectly complementing the abstract nature of the levels.

	
&#60;img width="973" height="766" width_o="973" height_o="766" data-src="https://freight.cargo.site/t/original/i/9bc6898f918cb24df7fdbd94d86a6a2e77736db2284d0faa853b8e87dab6003e/Beta_Blue.png" data-mid="229755695" border="0"  src="https://freight.cargo.site/w/973/i/9bc6898f918cb24df7fdbd94d86a6a2e77736db2284d0faa853b8e87dab6003e/Beta_Blue.png" /&#62;
&#60;img width="1107" height="867" width_o="1107" height_o="867" data-src="https://freight.cargo.site/t/original/i/9828249039fe46d96ee70b706af73a8322068f9e9afbf1babc9712a7792326fa/Beta_Orange.png" data-mid="229755696" border="0"  src="https://freight.cargo.site/w/1000/i/9828249039fe46d96ee70b706af73a8322068f9e9afbf1babc9712a7792326fa/Beta_Orange.png" /&#62;

&#60;img width="1507" height="895" width_o="1507" height_o="895" data-src="https://freight.cargo.site/t/original/i/886e145076937bfc33586d12d7d8446c537d8671b04fdc26d31cf6b244a01be3/Beta_Red.png" data-mid="229755697" border="0"  src="https://freight.cargo.site/w/1000/i/886e145076937bfc33586d12d7d8446c537d8671b04fdc26d31cf6b244a01be3/Beta_Red.png" /&#62;
&#60;img width="1029" height="884" width_o="1029" height_o="884" data-src="https://freight.cargo.site/t/original/i/df1de265def0b1d248663989debc4b813747a253648c5ccd7b45faf6d06f1646/Beta_white.png" data-mid="229755698" border="0"  src="https://freight.cargo.site/w/1000/i/df1de265def0b1d248663989debc4b813747a253648c5ccd7b45faf6d06f1646/Beta_white.png" /&#62;

	Lighting Rules
1. Blue &#38;amp; Orange – Mark the spawn points for each team.
2. Red – Used only on the -1 level.
3. White – Used exclusively on the upper level.



	Movement System

	
&#60;img width="640" height="352" width_o="640" height_o="352" data-src="https://freight.cargo.site/t/original/i/a72638ebfb34a326809bc438c6d80621b2e74e2ef1e8c73e147a6e535068022e/Beta_Vertical.gif" data-mid="229755848" border="0"  src="https://freight.cargo.site/w/640/i/a72638ebfb34a326809bc438c6d80621b2e74e2ef1e8c73e147a6e535068022e/Beta_Vertical.gif" /&#62;

&#60;img width="658" height="1121" width_o="658" height_o="1121" data-src="https://freight.cargo.site/t/original/i/8bca83fd6b2ebb5420c65b93c5e7fd54246417bd65aa72f6b96b646aa2871ed7/Movement.png" data-mid="229755814" border="0"  src="https://freight.cargo.site/w/658/i/8bca83fd6b2ebb5420c65b93c5e7fd54246417bd65aa72f6b96b646aa2871ed7/Movement.png" /&#62;

	Vect0r’s movement system takes inspiration from the Source Engine, turning traditional “exploits”—like air-strafing, surfing, and bunny hopping—into core features. Recreated in Unity with our own spin, the system offers advanced mobility options such as sliding, auto-bhopping, and rocket jumps. 
I also developed various movement gadgets, including jump pads, dashes, and double jumps. Each weapon has unique recoil that can alter a player’s trajectory, adding another layer of skill and strategy to combat.
</description>
		
	</item>
		
		
	<item>
		<title>Epitaph 1997</title>
				
		<link>https://cooperyang.cargo.site/Epitaph-1997</link>

		<pubDate>Mon, 04 Sep 2023 16:18:56 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

		<guid isPermaLink="true">https://cooperyang.cargo.site/Epitaph-1997</guid>

		<description>
	



        




	Epitaph 1997Producer, Level Designer

2021.9-2022.5
︎ITCH PAGE
- Action RPG, Unity










- Taoist: Inspired by Chinese Taoist Exorcism, blending Eastern Horror with Spell-Craft combat.

- Showcase: Highlighted in the NYU Game Center 2022 end-of-year showcase.




	My Contributions


- Project Management: Coordinated the game design team to ensure cohesive development.


-&#38;nbsp;Combat System Design: Developed the spell-craft combat mechanics, balancing challenge and player agency.


-&#38;nbsp;Level Design: 










Crafted environments optimized for a 2.5D camera perspective, ensuring intuitive navigation and guiding players through puzzles and dark areas without confusion.



-&#38;nbsp;Narrative and Gameplay Balancing: Separated investigation and combat, expanded tutorials, and integrating guiding voice lines to ease player learning and immersion.


	Spell-Craft Combat System
    

	










The combat system is inspired by Taoist rituals, specifically the Wuxing (Five Elements), transforming traditional practices into dynamic gameplay.


	
&#60;img width="1177" height="808" width_o="1177" height_o="808" data-src="https://freight.cargo.site/t/original/i/3b197c6e5f5cb0f032ec9701162ed73a434d3fd9890dddbe2a3baaa6bce128b6/Snipaste_2023-10-03_03-04-21.png" data-mid="192493167" border="0"  src="https://freight.cargo.site/w/1000/i/3b197c6e5f5cb0f032ec9701162ed73a434d3fd9890dddbe2a3baaa6bce128b6/Snipaste_2023-10-03_03-04-21.png" /&#62;

	










Materials and Spells:


Materials are categorized as standard and ghost-dropped:- Standard materials: Basic functionality, often requiring combinations.-&#38;nbsp;Ghost-dropped materials: Powerful on their own, adding unique advantages.










	
&#60;img width="453" height="454" width_o="453" height_o="454" data-src="https://freight.cargo.site/t/original/i/a35a4c929f964a550802ed02383d63d51a8887b4a4ee8d563f84c9e74979f040/Snipaste_2023-10-03_03-03-18.png" data-mid="192493148" border="0"  src="https://freight.cargo.site/w/453/i/a35a4c929f964a550802ed02383d63d51a8887b4a4ee8d563f84c9e74979f040/Snipaste_2023-10-03_03-03-18.png" /&#62;

	Craft Spells:

Players collect materials from levels or defeated enemies, and combine one or two to craft spells with distinct effects.


Example:-&#38;nbsp;Copper nail: Stuns enemies.-&#38;nbsp;Matchstick: Gathers materials.

- Copper nail + Matchstick: Creates a damaging spell.



	&#60;img width="1410" height="709" width_o="1410" height_o="709" data-src="https://freight.cargo.site/t/original/i/01ff2df451f925e2bf1bf9d8f889e57a9f501abf18909be5928fff024d464b2e/Untitled.jpg" data-mid="192471590" border="0"  src="https://freight.cargo.site/w/1000/i/01ff2df451f925e2bf1bf9d8f889e57a9f501abf18909be5928fff024d464b2e/Untitled.jpg" /&#62;
	










Core Gameplay Loop:


1.Collection: Gather materials from the environment and defeated enemies.
2.Experimentation: Combine materials to discover new spells.
3.Execution: Use crafted spells to defeat enemies and gather more resources.



	
&#60;img width="480" height="265" width_o="480" height_o="265" data-src="https://freight.cargo.site/t/original/i/4b4e970658010278363b5691b8643c94807bb46241d6ce435f36cbf78dc36b6e/Oct-13-2023-22-26-32.gif" data-mid="193610279" border="0"  src="https://freight.cargo.site/w/480/i/4b4e970658010278363b5691b8643c94807bb46241d6ce435f36cbf78dc36b6e/Oct-13-2023-22-26-32.gif" /&#62;
First Build

&#60;img width="640" height="353" width_o="640" height_o="353" data-src="https://freight.cargo.site/t/original/i/7103494eb71a7230c3a05b47680c6434c495e52fbc46ff5095d1097d80fa631e/Oct-13-2023-22-22-46.gif" data-mid="193610208" border="0"  src="https://freight.cargo.site/w/640/i/7103494eb71a7230c3a05b47680c6434c495e52fbc46ff5095d1097d80fa631e/Oct-13-2023-22-22-46.gif" /&#62;
Final Build
	










Four Main Iterations:&#38;nbsp;
1.&#38;nbsp;Enhanced Material Combinations: Improved accessibility and clarity, empowering players to make informed decisions when crafting spells.
2.&#38;nbsp;Automatic Material Collection: Players now automatically pick up ghost-dropped materials, streamlining resource management.
3.&#38;nbsp;Auto-Aim Feature: Introduced to improve combat precision and reduce frustration during engagements.
4.&#38;nbsp;Balanced Movement Speeds: Reduced player speed to discourage frequent escapes while moderating enemy speed to give players time to strategize.






	Level Design

	
&#60;img width="645" height="803" width_o="645" height_o="803" data-src="https://freight.cargo.site/t/original/i/52e4fd391161a8f9bd90eab1f9296aa8367c94a1e3938ae320f8b6649e792dea/Snipaste_2023-10-02_23-55-30.png" data-mid="192472994" border="0"  src="https://freight.cargo.site/w/645/i/52e4fd391161a8f9bd90eab1f9296aa8367c94a1e3938ae320f8b6649e792dea/Snipaste_2023-10-02_23-55-30.png" /&#62;
&#60;img width="557" height="814" width_o="557" height_o="814" data-src="https://freight.cargo.site/t/original/i/60673d41060ff5cd020091b3fe5ffe577858d5cb804c0818b6f1200956cce326/Snipaste_2023-10-02_23-55-18.png" data-mid="192472993" border="0"  src="https://freight.cargo.site/w/557/i/60673d41060ff5cd020091b3fe5ffe577858d5cb804c0818b6f1200956cce326/Snipaste_2023-10-02_23-55-18.png" /&#62;



	










1.&#38;nbsp;Initial Layout:

- Started with a linear layout, focusing on straightforward player progression for prototyping.

- This approach prioritized clarity but lacked depth in exploration and player agency.







	&#60;img width="927" height="657" width_o="927" height_o="657" data-src="https://freight.cargo.site/t/original/i/37a054cd169c25844f8f124f06827733dc51fb5a961046afc3491b64c5fa1d0b/Snipaste_2023-10-02_23-57-38.png" data-mid="192472995" border="0"  src="https://freight.cargo.site/w/927/i/37a054cd169c25844f8f124f06827733dc51fb5a961046afc3491b64c5fa1d0b/Snipaste_2023-10-02_23-57-38.png" /&#62;
	2.&#38;nbsp;Iterated Layout :- Transitioned into a basic circular layout, introducing loops and connections to improve navigation and replayability.- Early attempts at encouraging exploration and dynamic player routes.

	&#60;img width="1324" height="940" width_o="1324" height_o="940" data-src="https://freight.cargo.site/t/original/i/8e2fadba1194b492e99da60d7af999691d2a5f08e7869f126c792ce41cb3ed5b/Snipaste_2023-10-02_23-52-13.png" data-mid="192472501" border="0"  src="https://freight.cargo.site/w/1000/i/8e2fadba1194b492e99da60d7af999691d2a5f08e7869f126c792ce41cb3ed5b/Snipaste_2023-10-02_23-52-13.png" /&#62;
	3.&#38;nbsp;Final Implementation:-	Further refined the circular layout to include logical connections and distinct zones for puzzles, combat, and exploration.-	Improved navigation flow and introduced multiple pathways for greater player freedom and strategic gameplay.-	Added environmental storytelling, puzzles, check points and intuitive lighting to guide players seamlessly through the level.


	Balancing Combat and Narrative

	










Players found the combat system engaging but struggled with its complexity in single sessions, especially under the pressures of intense horror ambience.





	











&#60;img width="480" height="249" width_o="480" height_o="249" data-src="https://freight.cargo.site/t/original/i/caeb49f303aa53cba98fc11f86567d4518b8bb84e8ed8d379c5fdbee3c00aa5c/Oct-12-2023-00-25-15.gif" data-mid="193396531" border="0"  src="https://freight.cargo.site/w/480/i/caeb49f303aa53cba98fc11f86567d4518b8bb84e8ed8d379c5fdbee3c00aa5c/Oct-12-2023-00-25-15.gif" /&#62;

&#60;img width="480" height="255" width_o="480" height_o="255" data-src="https://freight.cargo.site/t/original/i/1bfe13c752cde5d729f0d00b7de416b138398a0bdb9017dcb4d1e9722347e852/Oct-12-2023-00-28-23.gif" data-mid="193396530" border="0"  src="https://freight.cargo.site/w/480/i/1bfe13c752cde5d729f0d00b7de416b138398a0bdb9017dcb4d1e9722347e852/Oct-12-2023-00-28-23.gif" /&#62;
From Tutorial to Boss Fight




	










Key Adjustments:&#38;nbsp;


1. Gradual introduction of mechanics with repeated reinforcement.
2. Expanded combat tutorials for better player understanding.
3. Added guiding non-diegetic voice lines for a cohesive learning experience.








	
&#60;img width="480" height="253" width_o="480" height_o="253" data-src="https://freight.cargo.site/t/original/i/ad52974aaabe42f583007e0d3b9228977777ec21755ac8e1c7dc61d3f0cec610/Oct-12-2023-00-38-38.gif" data-mid="193397289" border="0"  src="https://freight.cargo.site/w/480/i/ad52974aaabe42f583007e0d3b9228977777ec21755ac8e1c7dc61d3f0cec610/Oct-12-2023-00-38-38.gif" /&#62;

&#60;img width="480" height="253" width_o="480" height_o="253" data-src="https://freight.cargo.site/t/original/i/9bc51f357873ba7fadc5e22335d612c191526cb41209e37bf8bdcc14d6c97786/Oct-12-2023-00-40-44.gif" data-mid="193397288" border="0"  src="https://freight.cargo.site/w/480/i/9bc51f357873ba7fadc5e22335d612c191526cb41209e37bf8bdcc14d6c97786/Oct-12-2023-00-40-44.gif" /&#62;
Isolated Narrative Experience from Combat
	4. Separated combat and investigation to reduce cognitive load.5. Retained key narrative moments, like investigating Lord Guan’s Knife, to anchor the story.



	Other Systems

	
&#60;img width="640" height="322" width_o="640" height_o="322" data-src="https://freight.cargo.site/t/original/i/f97562c62f423173828268f01a6ae5cf37b26965f83b0e5ff2d124158378ae47/Oct-03-2023-03-10-37.gif" data-mid="192494831" border="0"  src="https://freight.cargo.site/w/640/i/f97562c62f423173828268f01a6ae5cf37b26965f83b0e5ff2d124158378ae47/Oct-03-2023-03-10-37.gif" /&#62;
First Build
&#60;img width="480" height="268" width_o="480" height_o="268" data-src="https://freight.cargo.site/t/original/i/95e217f67153e769d0c40b67633fd87a47f17977e7bac8b12a23c7ebe2d04a17/Oct-03-2023-03-11-08.gif" data-mid="192494832" border="0"  src="https://freight.cargo.site/w/480/i/95e217f67153e769d0c40b67633fd87a47f17977e7bac8b12a23c7ebe2d04a17/Oct-03-2023-03-11-08.gif" /&#62;
Final Build
	Player Perspective
In later builds, we adopted a more isometric camera perspective for players. This viewpoint offers a broader visual range on the screen, enhancing player performance in combat scenarios.



	
&#60;img width="480" height="269" width_o="480" height_o="269" data-src="https://freight.cargo.site/t/original/i/141b5971797a030fe918f8ce8fac9db221b3722f74da6c57d9fd90cd0d0c0467/Oct-03-2023-03-27-34.gif" data-mid="192497063" border="0"  src="https://freight.cargo.site/w/480/i/141b5971797a030fe918f8ce8fac9db221b3722f74da6c57d9fd90cd0d0c0467/Oct-03-2023-03-27-34.gif" /&#62;
Removed Dialogue Selection
&#60;img width="480" height="269" width_o="480" height_o="269" data-src="https://freight.cargo.site/t/original/i/b935b621be5671cf263038aaa9dd4db94f3eac87d0784fc7e8de01026249ebac/Oct-03-2023-03-27-55.gif" data-mid="192497067" border="0"  src="https://freight.cargo.site/w/480/i/b935b621be5671cf263038aaa9dd4db94f3eac87d0784fc7e8de01026249ebac/Oct-03-2023-03-27-55.gif" /&#62;
“Police Sense”
	










Narrative System Iteration&#38;nbsp;
- Removed the dialogue selection system to improve game pacing, as it didn’t fit well in the vertical slice format.
- Replaced proximity-based object highlighting with a “police sense” mechanic, inspired by the “Witcher sense” in Witcher 3.










	Playthrough Video: First Build vs. Final Build

	
    
    



    
    
</description>
		
	</item>
		
		
	<item>
		<title>VAMP</title>
				
		<link>https://cooperyang.cargo.site/VAMP</link>

		<pubDate>Mon, 16 Dec 2024 07:55:39 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

		<guid isPermaLink="true">https://cooperyang.cargo.site/VAMP</guid>

		<description>
	


	VAMP(VR Arcade Motorcycle Project)Game Designer,&#38;nbsp; Hardware Engineer
2024.9-2024.12

- Unreal Engine 5, VR- Revived a 1987 Sega arcade motorcycle machine with a modern VR twist.- Participants in the Sony USC ETC Transmedia Challenge.- Awarded Best Immersive Software &#38;amp; Hardware.



	My Contributions











- Pitched the concept of reviving an old arcade motorcycle machine with VR for the Sony USC ETC Transmedia Challenge.


- Co-Engineered a solution to parse voltage signals from the arcade controller using an Arduino and integrated it with Unreal Engine.


-	Designed levels with OutRun and Synthwave aesthetics.


-	Programmed motorcycle mechanics using Unreal Engine Blueprints.




 


































	Pitch and Visual Aesthetic&#38;nbsp;
	
&#60;img width="1280" height="1210" width_o="1280" height_o="1210" data-src="https://freight.cargo.site/t/original/i/8d3bd8e7b49a2c1cf2d6dab254069c097a79ca7f7c39010c8406e4145251cca6/8be9b8cb6c14815ddf1632d0929f0826.JPG" data-mid="223405490" border="0"  src="https://freight.cargo.site/w/1000/i/8d3bd8e7b49a2c1cf2d6dab254069c097a79ca7f7c39010c8406e4145251cca6/8be9b8cb6c14815ddf1632d0929f0826.JPG" /&#62;

	






















The project began with the idea of reviving a classic arcade motorcycle game by integrating VR technology, aiming to create a retro-futuristic experience.


I pitched this concept to the Sony and USC for the challenge, presenting a clear vision through sketches and mood boards.





	
&#60;img width="641" height="634" width_o="641" height_o="634" data-src="https://freight.cargo.site/t/original/i/db2730f7366e2c40aba308fdc205c0788a6c64a887e18012b73b3486df5269fa/Snipaste_2024-12-16_00-55-42.png" data-mid="223405700" border="0"  src="https://freight.cargo.site/w/641/i/db2730f7366e2c40aba308fdc205c0788a6c64a887e18012b73b3486df5269fa/Snipaste_2024-12-16_00-55-42.png" /&#62;

	










Inspired by 80s and 90s neon retro aesthetics, I designed visuals that established the game’s vibrant, immersive atmosphere, including environments, UI elements, and overall look and feel.





	Hardware Intergration

	
&#60;img width="1504" height="1051" width_o="1504" height_o="1051" data-src="https://freight.cargo.site/t/original/i/a3eadb54b4ff6c8a13de16afa7bb2fee4d0e233c9acb44df698bf2632008955b/Snipaste_2024-12-16_01-14-09.png" data-mid="223406181" border="0"  src="https://freight.cargo.site/w/1000/i/a3eadb54b4ff6c8a13de16afa7bb2fee4d0e233c9acb44df698bf2632008955b/Snipaste_2024-12-16_01-14-09.png" /&#62;

	










System Overview Diagram


This diagram outlines the entire process, from using the arcade motorcycle controller to interfacing with the computer and ultimately playing the VR game.&#38;nbsp;







	
&#60;img width="939" height="805" width_o="939" height_o="805" data-src="https://freight.cargo.site/t/original/i/6805103c33a10e538be4c7ba223e5262e8b5542245599d6b3160147c6754068b/Snipaste_2024-12-16_01-27-21.png" data-mid="223406487" border="0"  src="https://freight.cargo.site/w/939/i/6805103c33a10e538be4c7ba223e5262e8b5542245599d6b3160147c6754068b/Snipaste_2024-12-16_01-27-21.png" /&#62;

	










Multimeter Testing and Jump-Wiring


Here, we verify voltage outputs from the motorcycle controller wires using an multimeter and carefully establish jump-wire connections. 





	
&#60;img width="792" height="888" width_o="792" height_o="888" data-src="https://freight.cargo.site/t/original/i/cf2014789ff4a7da6817a5766ce8964dc9dabfd0fa0fa609b3e9dfc918ca2819/Snipaste_2024-12-16_01-18-20.png" data-mid="223406206" border="0"  src="https://freight.cargo.site/w/792/i/cf2014789ff4a7da6817a5766ce8964dc9dabfd0fa0fa609b3e9dfc918ca2819/Snipaste_2024-12-16_01-18-20.png" /&#62;

	










By identifying which wires correspond to specific functions—such as throttle, brake, or steering—we ensure accurate signal mapping.





	
&#60;img width="640" height="650" width_o="640" height_o="650" data-src="https://freight.cargo.site/t/original/i/8d82aff28c52973f66a5fe29fe1801974100f0ae760912b362e5dd03cf84277f/Dec-16-2024-01-32-05.gif" data-mid="223406901" border="0"  src="https://freight.cargo.site/w/640/i/8d82aff28c52973f66a5fe29fe1801974100f0ae760912b362e5dd03cf84277f/Dec-16-2024-01-32-05.gif" /&#62;

	










This preparation makes jump-wiring more precise and efficient before connecting to the Arduino.







	
&#60;img width="640" height="288" width_o="640" height_o="288" data-src="https://freight.cargo.site/t/original/i/f45b0cb03eee862d4a35b3911936555eb5ff9f869f66128de0c8f0c41f09874a/Dec-16-2024-01-38-23.gif" data-mid="223406988" border="0"  src="https://freight.cargo.site/w/640/i/f45b0cb03eee862d4a35b3911936555eb5ff9f869f66128de0c8f0c41f09874a/Dec-16-2024-01-38-23.gif" /&#62;

	










Arduino Signal Parsing


This image shows how the Arduino reads and interprets the controller’s voltage changes into data that the computer can process. By transmitting this data via serial communication, we bridge the hardware and the Unreal Engine environment, enabling fully integrated VR gameplay.





	Gameplay and Level Design

	
&#60;img width="1109" height="1211" width_o="1109" height_o="1211" data-src="https://freight.cargo.site/t/original/i/269a64a09d9512b7991be28bc750e2e34ec86abb1261c610577e195cd83d3e0a/Snipaste_2024-12-16_02-33-29.png" data-mid="223408097" border="0"  src="https://freight.cargo.site/w/1000/i/269a64a09d9512b7991be28bc750e2e34ec86abb1261c610577e195cd83d3e0a/Snipaste_2024-12-16_02-33-29.png" /&#62;

	










Level Layout Overview


This overview highlights both the city and highway sections of the track, illustrating their interconnected flow and the distinct atmospheres they create. The combined layout provides a balance between urban density and open-road freedom, setting the stage for varied player experiences.







	
&#60;img width="640" height="336" width_o="640" height_o="336" data-src="https://freight.cargo.site/t/original/i/d9f8d9ef5b7b4ebce870ed984b6323a0072092417a297ee65ee315c92069b2de/Dec-16-2024-01-51-16.gif" data-mid="223407343" border="0"  src="https://freight.cargo.site/w/640/i/d9f8d9ef5b7b4ebce870ed984b6323a0072092417a297ee65ee315c92069b2de/Dec-16-2024-01-51-16.gif" /&#62;

	










City Environment Gameplay


Here, players navigate through a neon-lit metropolis filled with tight turns, glowing signage, and a bustling street ambiance. The city level challenges precision and control, rewarding skilled riders who can master its winding roads and vibrant visual distractions.







	
&#60;img width="640" height="336" width_o="640" height_o="336" data-src="https://freight.cargo.site/t/original/i/f1eca413a89eff8ddf2b5f77c126b955301c7864ea2b0383101ef6d6da009e98/Dec-16-2024-01-51-54.gif" data-mid="223407344" border="0"  src="https://freight.cargo.site/w/640/i/f1eca413a89eff8ddf2b5f77c126b955301c7864ea2b0383101ef6d6da009e98/Dec-16-2024-01-51-54.gif" /&#62;

	










Highway Environment Gameplay


In contrast, the highway section features broad lanes and high-speed stretches, inviting players to accelerate and test their maneuverability at top speeds. This open environment emphasizes fluid movement and encourages players to push their limits under a brilliant neon horizon.





	Motorcycle Mechanics Development

	
&#60;img width="2015" height="757" width_o="2015" height_o="757" data-src="https://freight.cargo.site/t/original/i/113fd22af2a000082b942d19588a91db3845196c052a2e7f41935c162879265d/Snipaste_2024-12-16_02-37-06.png" data-mid="223408228" border="0"  src="https://freight.cargo.site/w/1000/i/113fd22af2a000082b942d19588a91db3845196c052a2e7f41935c162879265d/Snipaste_2024-12-16_02-37-06.png" /&#62;

&#60;img width="1897" height="814" width_o="1897" height_o="814" data-src="https://freight.cargo.site/t/original/i/1d916119b4759974c733e52d796c82e06c7b33ba0e6d22f1d8660166106158ea/Snipaste_2024-12-16_02-37-30.png" data-mid="223408227" border="0"  src="https://freight.cargo.site/w/1000/i/1d916119b4759974c733e52d796c82e06c7b33ba0e6d22f1d8660166106158ea/Snipaste_2024-12-16_02-37-30.png" /&#62;

	










Serial Data Integration


This image shows how raw input from the Arduino is captured via serial communication and stored within Unreal Engine. By reading the voltage data directly, we ensure that the game dynamically responds to the player’s physical inputs on the motorcycle controller.











	
&#60;img width="1213" height="276" width_o="1213" height_o="276" data-src="https://freight.cargo.site/t/original/i/a0c3194eedbd2421eefffddc41ba699cfa3f1fbbac72cdbe1a14fe4714c1646e/Snipaste_2024-12-16_02-39-08.png" data-mid="223408354" border="0"  src="https://freight.cargo.site/w/1000/i/a0c3194eedbd2421eefffddc41ba699cfa3f1fbbac72cdbe1a14fe4714c1646e/Snipaste_2024-12-16_02-39-08.png" /&#62;

&#60;img width="2199" height="434" width_o="2199" height_o="434" data-src="https://freight.cargo.site/t/original/i/652736770e6d87b1d8c841a27757496ad485ba5710f6830e3879c352b2edf32e/Snipaste_2024-12-16_02-38-50.png" data-mid="223408355" border="0"  src="https://freight.cargo.site/w/1000/i/652736770e6d87b1d8c841a27757496ad485ba5710f6830e3879c352b2edf32e/Snipaste_2024-12-16_02-38-50.png" /&#62;

&#60;img width="1693" height="1157" width_o="1693" height_o="1157" data-src="https://freight.cargo.site/t/original/i/6ee394df1d4a1bddcdbb728695e9edde52728c3824baedf5f0ab4919e24bf48c/Snipaste_2024-12-16_02-39-40.png" data-mid="223408353" border="0"  src="https://freight.cargo.site/w/1000/i/6ee394df1d4a1bddcdbb728695e9edde52728c3824baedf5f0ab4919e24bf48c/Snipaste_2024-12-16_02-39-40.png" /&#62;

	










Applying Inputs to the Chaos Vehicle


Here, the processed controller inputs are fed into Unreal Engine’s Chaos Vehicle system, governing the motorcycle’s throttle, steering, and brake mechanics. This step transforms raw data into realistic, responsive player movement in the VR environment.











	
&#60;img width="1445" height="686" width_o="1445" height_o="686" data-src="https://freight.cargo.site/t/original/i/4acf7da542f919c5864fe03b692a363371ed72bd6bc938c65d6d262111157d7f/Snipaste_2024-12-16_02-41-08.png" data-mid="223408362" border="0"  src="https://freight.cargo.site/w/1000/i/4acf7da542f919c5864fe03b692a363371ed72bd6bc938c65d6d262111157d7f/Snipaste_2024-12-16_02-41-08.png" /&#62;

&#60;img width="724" height="374" width_o="724" height_o="374" data-src="https://freight.cargo.site/t/original/i/bd46e05f287d88e0558fb4b7f447ad553cd59a8102ba8546856ebc6f56d1a349/Snipaste_2024-12-16_02-41-25.png" data-mid="223408361" border="0"  src="https://freight.cargo.site/w/724/i/bd46e05f287d88e0558fb4b7f447ad553cd59a8102ba8546856ebc6f56d1a349/Snipaste_2024-12-16_02-41-25.png" /&#62;

	










Debugging and Calibration Tools


In this final image, various debug overlays and code snippets illustrate how we compensate for controller dead zones and unstable voltage signals. By fine-tuning input thresholds each time the arcade machine starts, we ensure consistent, reliable control and enhance the overall gameplay experience.





	Devlog Video

	
    


    
    
</description>
		
	</item>
		
		
	<item>
		<title>Flashlight</title>
				
		<link>https://cooperyang.cargo.site/Flashlight</link>

		<pubDate>Mon, 04 Sep 2023 16:18:57 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

		<guid isPermaLink="true">https://cooperyang.cargo.site/Flashlight</guid>

		<description>
	
&#60;img width="640" height="337" width_o="640" height_o="337" data-src="https://freight.cargo.site/t/original/i/72f2685e1cc85a41a20919152afe88bf045c766310a01dbc0ae446290417baf5/Sep-04-2023-23-37-50.gif" data-mid="190774879" border="0"  src="https://freight.cargo.site/w/640/i/72f2685e1cc85a41a20919152afe88bf045c766310a01dbc0ae446290417baf5/Sep-04-2023-23-37-50.gif" /&#62;

	Flashlight&#38;nbsp;
Game designer, Level Designer
2019.10-2019.12

︎ITCH PAGE- Top-Down Survival Horror Game, Unity
- Flashlight Mechanic:	The flashlight attracts monsters, requiring strategic use to navigate and manipulate their movements.- Showcase: Featured in the NYU Game Center 2019 Halloween Showcase.




	My Contribution
-&#38;nbsp;Puzzle and Level Design: Crafted intricate puzzles and levels that challenge players to strategically use light to navigate and manipulate monster movements.

- Light Mechanic: Designed and implemented a dynamic field-of-view system that visualizes sight, detects and handles targets in real time.

-&#38;nbsp;Atmospheric Audio Implementation: Developed and integrated audio elements to enhance the horror ambiance, immersing players in the game’s eerie environment.


	Level Design

	
&#60;img width="1140" height="875" width_o="1140" height_o="875" data-src="https://freight.cargo.site/t/original/i/f2131d9f84749deeeaa70973f7181b5c953991713a8144eb7b00c3dc75309e0c/Snipaste_2023-09-19_01-03-38.png" data-mid="191152701" border="0"  src="https://freight.cargo.site/w/1000/i/f2131d9f84749deeeaa70973f7181b5c953991713a8144eb7b00c3dc75309e0c/Snipaste_2023-09-19_01-03-38.png" /&#62;



	1.&#38;nbsp;Setting: Takes place in an abandoned house with tight, confined spaces to heighten suspense and horror.

2. Circular Level Design: Encourages exploration with natural, non-linear paths that lead back to key points, minimizing unnecessary backtracking.






	
&#60;img width="1159" height="829" width_o="1159" height_o="829" data-src="https://freight.cargo.site/t/original/i/821aa626e379c2e5c613789367759e8a1c51167beb6aaf6eebd1d8391edd4abe/Snipaste_2023-09-19_00-53-38.png" data-mid="191151603" border="0"  src="https://freight.cargo.site/w/1000/i/821aa626e379c2e5c613789367759e8a1c51167beb6aaf6eebd1d8391edd4abe/Snipaste_2023-09-19_00-53-38.png" /&#62;

	3. Visual Cue: Wires are used to guide players through the dark, confined spaces, doubling as clues to solve puzzles.

	FOV(Light) Implementation


	
    
    
        

    
    
    
    
	The FoV in “Flashlight” can be visualized like a flashlight that illuminates a certain area, revealing targets that are within sight and not blocked by obstacles.

Here’s the breakdown of the script:1. Initialization: As the script starts, it sets up necessary elements such as initializing the view angle(visibility) to zero and creating a visual representation (a mesh) for the fov.
2. Drawing the Sight Area: The script visualizes the sight area — what the character can see — in real time, dynamically adjusting the shape to account for any obstacles blocking the view and to reflect the current viewing angle.3. Identifying Targets: Continuously, the script is looking for potential targets within the character's field of view. If a target is found and it's not hidden behind an obstacle, it becomes "visible," also triggering a sound of a monster roar.
4. Handling Targets: When a target is identified as "visible," its status is updated, indicating that it's now noticed by the character.

	Audio Samples

	

	










The audio design for “Flashlight” focuses on three key categories: 


1.Ambiance:&#38;nbsp; &#38;nbsp; - A blend of turbine and dripping water sounds, with subtle monster noises as foreshadowing elements.&#38;nbsp; &#38;nbsp; - Echo and reverb effects were applied to create an atmospheric soundscape reminiscent of Limbo.


2.Player Interaction Cues:&#38;nbsp; &#38;nbsp; - Audio samples from iconic horror films like The Shining and Scream were used to evoke familiarity and nostalgia.


3.Monster Sounds:&#38;nbsp; &#38;nbsp; - Derived from heavily distorted animal screams (lions and eagles) to craft a fierce and unsettling auditory signature.





	
    
 
    
    
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	<item>
		<title>My Hero Academia: The Forrest</title>
				
		<link>https://cooperyang.cargo.site/My-Hero-Academia-The-Forrest</link>

		<pubDate>Mon, 04 Sep 2023 16:18:58 +0000</pubDate>

		<dc:creator>Cooper Yang Portfolio</dc:creator>

		<guid isPermaLink="true">https://cooperyang.cargo.site/My-Hero-Academia-The-Forrest</guid>

		<description>
	
&#60;img width="2048" height="1365" width_o="2048" height_o="1365" data-src="https://freight.cargo.site/t/original/i/a7600f975db69049357b8f4d07360ab577ccdb19c9ea17c562c46a813b80b991/DSCF8166.jpg" data-mid="189743016" border="0"  src="https://freight.cargo.site/w/1000/i/a7600f975db69049357b8f4d07360ab577ccdb19c9ea17c562c46a813b80b991/DSCF8166.jpg" /&#62;

	My Hero Academia: The ForrestGame Designer2018.10-2018.12︎RULESET
- Thematic Board Game
- 4 Player PvP&#38;nbsp;
- 1 vs 3 Asymmetrical Fight 






	My Contribution
-&#38;nbsp;Game Design: Developed core mechanics, including an asymmetrical combat system where three players act as heroes collaborating to rescue Bakugo, while a fourth player controls the villain.


-&#38;nbsp;Playtesting: Conducted sessions to refine gameplay balance and ensure an engaging experience for all players.



- Production: Crafted the board and tiles using 3D printing and laser cutting.


	Card Design

	
&#60;img width="952" height="429" width_o="952" height_o="429" data-src="https://freight.cargo.site/t/original/i/be1047f41a514ad9fecb254eb6d74570aec28f7d07f97ae4c82c68a7a73d2406/Snipaste_2024-11-18_03-43-19.png" data-mid="221955611" border="0"  src="https://freight.cargo.site/w/952/i/be1047f41a514ad9fecb254eb6d74570aec28f7d07f97ae4c82c68a7a73d2406/Snipaste_2024-11-18_03-43-19.png" /&#62;

Before

&#60;img width="300" height="200" width_o="300" height_o="200" data-src="https://freight.cargo.site/t/original/i/26cf06148abf3b805088db6a5914c794e7307355147af0ebd3ba6f2f93fc138e/DSCF8167-300x200.jpg" data-mid="190758849" border="0"  src="https://freight.cargo.site/w/300/i/26cf06148abf3b805088db6a5914c794e7307355147af0ebd3ba6f2f93fc138e/DSCF8167-300x200.jpg" /&#62;
After

	
During the development of “The Forest,” we refined the hero card designs to enhance gameplay and accessibility. Initially, the cards featured manga-inspired aesthetics from My Hero Academia, appealing to fans but potentially alienating new players. To address this, we adopted a more universal design approach:


- Layout Modification: Redesigned the card layout for improved clarity.


- Color Scheme: Implemented a high-contrast black and white palette to enhance text readability.







	Board and Tile Design Iteration

	
&#60;img width="2048" height="1365" width_o="2048" height_o="1365" data-src="https://freight.cargo.site/t/original/i/a7600f975db69049357b8f4d07360ab577ccdb19c9ea17c562c46a813b80b991/DSCF8166.jpg" data-mid="189743016" border="0"  src="https://freight.cargo.site/w/1000/i/a7600f975db69049357b8f4d07360ab577ccdb19c9ea17c562c46a813b80b991/DSCF8166.jpg" /&#62;

&#60;img width="300" height="200" width_o="300" height_o="200" data-src="https://freight.cargo.site/t/original/i/69bcff464374928ff73475ead2e7a6cebfed2a5549e7b7430c1f7781788afb14/DSCF8162-300x200.jpg" data-mid="190764418" border="0"  src="https://freight.cargo.site/w/300/i/69bcff464374928ff73475ead2e7a6cebfed2a5549e7b7430c1f7781788afb14/DSCF8162-300x200.jpg" /&#62;

&#60;img width="300" height="200" width_o="300" height_o="200" data-src="https://freight.cargo.site/t/original/i/63098501413802c5ea570239c201a4b5fdf1edad75ca710024b36e79ed5d3072/DSCF8170-300x200.jpg" data-mid="190764450" border="0"  src="https://freight.cargo.site/w/300/i/63098501413802c5ea570239c201a4b5fdf1edad75ca710024b36e79ed5d3072/DSCF8170-300x200.jpg" /&#62;

	










Initial Design:

- Used paper cards to form a 6x6 grid directly on the table.

- While functional, this approach was time-consuming and awkward to manage.


Revised Design:
-	Transitioned to wooden boards and tiles to align with the forest theme and improve usability.
-	Utilized laser-cut tiles for durability and tactile quality.
-	Designed a wooden board with grooves to secure tiles, simplifying setup and pack-up.





	
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