Lea Liu‘s Relevant Experience as a
I have been studying game design in both my bachelor and master years. During this period, I have joined many game development projects, roughly divided into three categories:
The first are those quick and dirty video games produced within days or weeks, like The Great Wave off Kanagawa, Personal Space, and Beaver'n Beaver. They all started with one elegant idea and required us to prototype, iterate and test them in tight cycles. Working in these projects improved my skill to make ideas happened and push them into concrete games, in a word, they improved my design skill.
The second are those long term projects like Monsterologist and The Memory of the Red Mansion, which are still being actively developed. Unlike those short term games above, the core game mechanics are only the bones, and we have to add more contents as the meat, such as plots, items, characters, monsters. As a designer in these projects, I was also responsible for documenting all the design details and managing the work schedules. It is important to take a step beyond the design to make sure these games are rich in contents and plays. Working in these projects improved my skill to refine and iterate the designs over time, they are more likely to horn my development skills.
The last but not least are the board games like Treehouse Tribes and many short term board game projects during my study in NYU Game Center. The uniqueness of these projects was they were all built upon pure game play rules. There were no fancy graphics or controls to cover the holes of game mechanic. Working in these projects improved my skill to explore the game design space in its most pure form.
Listed below are the details of mentioned projects and other related works I engaged in.
A board game when prototyping