SPACE · NARRATIVE · PLAY王誉衡
YUHENG WANG
BEHIND THE WORK / 个人档案
求职方向 · 关卡策划 / 叙事策划Seeking roles in level / narrative design
让空间引导玩家,
让规则产生体验。Let space guide the player.
Let rules create the experience.
南安普顿大学游戏设计与艺术本科在读,以关卡策划为主要方向。聚焦关卡流程、玩家动线、资源节奏与交互反馈,熟悉 UE5 蓝图、AI 感知与行为树,通过可通关原型与多轮测试推进设计。A Games Design and Art undergraduate at the University of Southampton, focused on level design. I explore level flow, player routes, resource pacing and interaction feedback, using UE5 Blueprint, AI perception and behaviour trees to build and test playable prototypes.
SPACE · NARRATIVE · PLAYYUHENG WANG
从一个空间,到一段可玩的体验。From a space to an experience you can play.
我想做的设计,既有清楚的体验目标,也能在游戏中被验证。作品里的建筑空间、解谜交互和对局规则,是我对这件事的不同尝试。I want to make design with a clear experiential goal that can be tested in play. Architectural spaces, puzzle interactions, and game rules are different ways I explore that aim.
WORK EXPERIENCE
2021.03 — 2022.09
中国人民解放军海军某训练团政治工作处Political Work Office, a PLA Navy training regiment
负责公众号宣传内容策划与文案输出,参与跨部门沟通与任务协同,积累执行与任务推进经验。Planned and wrote content for the unit’s official WeChat account and coordinated tasks across departments, developing experience in execution and delivery.
EDUCATION
2024.09 — 至今Sep 2024 — Present
温彻斯特艺术学院
游戏设计与艺术 · 本科在读Winchester School of Art
Games Design and Art · Undergraduate
COURSEWORK
游戏文化研究、游戏设计、关卡与场景设计、互动叙事、声音与视觉设计。Game culture studies, game design, level and environment design, interactive narrative, sound and visual design.
DIRECTION
以关卡策划为主,将玩家动线、解谜战斗、叙事分支与资源压力组织成可玩的体验。Primarily focused on level design, bringing player routes, puzzles, combat, branching narrative and resource pressure into playable experiences.
从空间架构到玩法原型,把设计意图落实为可体验的反馈。From spatial structure to playable prototypes, turning design intentions into feedback players can experience.
01BLENDER / ENVIRONMENT
2026.07.01 — 08.01
关卡布局 / 空间叙事 / 视觉引导Level layout / Spatial narrative / Visual guidance
围绕两处场景组织空间结构、玩家动线与目标地标,通过巨构尺度、冷暖光和视线层次塑造探索与仪式体验;独立完成模块化资产、场景搭建与灯光渲染。Designed spatial structure, routes and landmarks across two environments. Monumental scale, lighting and layered sightlines shape exploration and ritual; independently built modular assets, scenes and lighting.
02HTML5 CANVAS / PUZZLE
2026.10
核心机制 / 关卡教学 / 可读性设计Core mechanics / Level teaching / Readability
把大家熟悉的窗口操作变成玩法:拖动、缩放房间来接通道路。以前、中、远三层组织纵深解谜,一关只教一件事,通过镜头预告与灰度检验提升可读性。Turned familiar window actions into play: drag and resize rooms to connect a route. Three depth layers support puzzles, with one idea taught per level, camera previews and grayscale checks for readability.
03UNREAL ENGINE / LEVEL DESIGN
2026.08.03 — 09.05
关卡设计 / 系统实现 / AI 与数值Level design / Systems / AI and tuning
第三人称过肩视角的生存解谜关卡。以线索、关键道具与遭遇组织区域开放,用有限弹药和声音暴露风险影响路线选择,并通过多轮通关测试调整节奏。A third-person, over-the-shoulder survival puzzle level. Clues, key items and encounters open new areas; limited ammo and sound exposure shape route choices, refined through repeated completion tests.
04UNREAL ENGINE / SYSTEMS
2026.09.24 — 10.07
核心玩法 / 策略取舍 / 桌面关卡Core gameplay / Strategic choices / Table layout
保留物理随机性,让玩家通过有代价的行动干预结果。骰子跨回合留桌,投骰、出牌与倒酒共用一手;桌面路线与酒馆物件共同服务抢区、防守与侧攻。Kept physical randomness while giving players costly ways to influence results. Dice stay across rounds, and throwing, cards and spills share an action; table routes and tavern objects support control, defence and flanking.
欢迎来信聊职位、实习或项目合作。Happy to talk about roles, internships, or collaborations.