A Little
About Me
My name is Zekai Ling.
A graduate in Computer Science and Technology.
A dedicated enthusiast of games.
And someone who is working hard to become an outstanding game developer.
Due to multiple changes in my growing environment from childhood to adulthood, I have had the opportunity to explore a wide variety of games, whether they be early board games, 8-bit video games, arcade games, or the diverse array of games available today. It can be said that games have accompanied me throughout my entire journey of growth.
I am good at envisioning new creative ideas. My imagination is never my limit, so I will continue to learn new knowledge to realize my new creative ideas.
activities Experience
2022 Tencent Game Innovation Competition for College Students (As QA)
2022 CIGA GAME JAM(As Designer)
2023 CIGA GAME JAM(As Designer & Programmer)
2023 CIGA AI GAME JAM (As Designer & Programmer)
2024 Global GAME JAM (As Designer & Programmer)(Award winning "Excellent Work of Chengdu Offline Development Site")
With a learning mindset, I participated in several Game Jams and indeed gained a lot. The extremely short development time forced us to strictly follow the planned process, allowing me to grasp the general game development workflow in a brief period. This experience helped me identify weaknesses in my skills at different stages of development.
Some of My Game Type Preference
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Some of My Favorite Game
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Skills & Expertise
(on Game Development)
As a graduate in Computer Science and Technology, my coursework throughout university primarily focused on learning various programming languages and application development. The foundational knowledge gained through these courses enables me to quickly grasp and implement the technical requirements involved in game development.
Being a gaming enthusiast, I have played a multitude of games and have become proficient in many of them. During my casual gaming experiences, I instinctively pay attention to and analyze the highlights presented in the games. This has resulted in the accumulation of skills in recognizing game design elements and honing my ability to analyze gaming mechanisms.
In order to become a more versatile game developer, I have independently delved into the other filed, reading numerous books on game design and development theories. I have also acquired skills in using software like Photoshop. While not adept at drawing, I excel in image processing and manipulation.
My current game development focus
Game Design Skill
⎼ Gameplay Design
⎼ Level Design
⎼ Mechanism Analysis
⎼ Numerical Design
⎼ Story Design
⎼ Art Design
Tool Skill
⎼ Unity
⎼ Photoshop
⎼ UE
⎼ Office
⎼ Blender
Portfolio PDF Online Viewing Link (clearer images)
The following are four games that I designed and created on my own:
These four projects have consumed a significant amount of my thought and effort in both design and implementation. I aimed to showcase not only my coding skills but also my game design abilities across different projects.
Each development emphasizes and applies various new knowledge and skills. Consequently, I encounter a variety of unknown challenges in each project. The diverse focus areas prevent the smooth application of development experience from previous games to new projects.
Despite the challenges inherent in the development process of different games, the learning and application of new skills and knowledge always bring a sense of accomplishment.
Game Content
B-BLOCK
This is a board game designed for two players, focusing on strategic gameplay and mastery of overall game development planning. Additionally, the game introduces controllable variables, allowing disadvantaged players to still have opportunities for a comeback during the game without directly overturning the efforts of advantaged players.
Developing and constructing bring greater combat advantages, and these combat advantages ensure players can construct more effectively. The game involves not only predicting and mastering the development situation but also strategic gameplay using available resources (misdirection, speculation, bets, etc.). Therefore, the game alternates between intense and exciting confrontations and meticulous, slow-building development.
Game Brief
Game Name: B-block
Develop Tool: PS
Game Type: Board game
Target Player: 8+
(Need Two Players)
Features:
Download Link (Run after decompressing the file) (new version has been updated)
Game Brief
Game Name: Landing Block
Game Resolution: 1920 * 1080
Game Platform: PC
Develop Tool: Unity, PS, Visual Studio.
Game Type: PUZ
Game Screen: 2D
Target Player: 8+
This game adds realistic physics effects to several shapes based on the classic Tetris blocks.
Players need to utilize the physical characteristics of blocks of different shapes, combined with the characteristics of various obstacles in the scene, to place and build structures in various level scenarios, ultimately helping a little seal reach the finish line.
Features:
Download Link (Run after decompressing the file)
Game Brief
Game Name: The Judge of Kingdom
Game Resolution: 1920 * 1080
Game Platform: PC
Develop Tool: Unity, PS, Visual Studio, Excel
Game Type: SIM
Game Screen: 2D
Target Player: 12+
The Judge of Kingdom
This game focuses on story design, history, and realistic legal references. Drawing inspiration from real-world judicial systems, the game incorporates them into the kingdom's background to depict the conflicts and choices in balancing various interests in different events through a fictional narrative.
For the kingdom's future? For the people's interests? Or strictly according to legal statutes? Each approach seems reasonable, and the specific execution relies on the player's judgment as the judge...
Features:
Download Link (Run after decompressing the file)
Game Brief
Game Name: The Alchemist
Game Resolution: 1920 * 1080
Game Platform: PC
Develop Tool: Unity, PS, Excel, Visual Studio
Game Type: AVG
Game Screen: 3D
Target Player: 12+
Frame Rate Limitation: 150fps
tHE
Alchemist
This game is a top-down exploration adventure game that centers around the synthesis and use of potions. Potions serve not only as tools and aids for players but also as weapons against monsters. Players need to strategically synthesize and utilize potion effects to deal with various obstacles and enemies with different attribute resistances and weaknesses while exploring the entire map.
The game currently has:
Features:
This is a group game project I participated in (as a QA) called "Scar Inside" (Unity):
In each level, the player's backpack contains various monster cards with different characteristics (These monsters are both your enemies and auxiliary items). Players need to summon these monsters themselves and engage in battles, confronting and overcoming their own inner demons.
This is a group project I participated in (as a game designer) during the CIGA GameJam (Topic: Trick) called "Trick or Dead" (Unity):
Enemies continuously appear on the map to attack the player, who has no means of direct attack. The key to the game is to use positioning to attract the attack AI of different enemies, causing them to harm each other and ultimately eliminating the enemies.
This is a group project I participated in (as both a game designer and programmer)) during the Global GameJam (Topic: Make me laugh) called "Smiling face Repair plan" (Unity) (Award winning "Excellent Work of Chengdu Offline Development Site)
Players will take on the role of a doctor, helping parents bring smiles back to their troubled children. Using scissors and glue in hand, delve into the secrets of each level's story, engaging in puzzle-solving exploration through the cut-and-paste scenes in a scrapbook-style setting.
This game called "Loop Adventurer" was made by myself (Unity):
In a looping map, players roll dice to determine the number of steps they take. Each room location presents different events (reward points or monster spawns), and players need to use their cards to deal with encountered monsters. With each loop completed, the monster configuration strengthens (difficulty increases). Therefore, during each loop, players need to continuously strengthen their attributes and iterate their card decks to face increasingly powerful enemy configurations.
Other Work
05
This is a group project I participated in (as both a game designer and programmer) during the CIGA AI GameJam(Topic: Simple and Complex) called "Bug Escaping Plan" (Unity):
Players need to control their character to overcome obstacles, defeat monsters, and find a way to reach the finish line. The configuration of objects and monsters in the game scene will be overlaid after each completion, different completion methods will lead to different overlay methods. Therefore, each restart presents an unexpectedly new level.
The End Is Never The End Is Never The End Is Never The End Is Never The End Is Never The End Is Never The End Is Never The End Is Never The End Is Never
More content is still being updated...
Regardless of who is currently visiting this website, I truly appreciate you taking the time to explore this space!
The website is still relatively rudimentary at the moment, as it is under construction and content is being added.
Here, I document my journey and experiences in game development. When the day comes that my works are recognized and well-known, I will take great pride and satisfaction in this journey.
Game development is a collaborative effort that requires constant communication and sharing to create better works. I am aware of my own shortcomings, and I am continuously learning to meet the challenge of bringing my creative ideas to life.
If you have any thoughts or suggestions, feel free to reach out to me. Let's work together to create even better gaming experiences!
Email: cyanling2333@qq.com