GAME DESIGNER
ZIMO LIU
I am a game major student at the University of Utah with a minor in Computer Science, specializing in level design. I have supporting skills in 3D modeling and programming, which allow me to bring technical depth and creative detail to my work. Outside of game development, I enjoy exploring the world through film photography.
MAIN PROJECTS
Group Projects & Level Design
MY ROLE - Environmental Artist
SOFTWARE -Game maker, Photoshop, Asprite
WAY
Genera: Single Player, Narrative, Platforming, Pixel
TEAM PROJECT -3 People Team
WORK: Pixel style Tilabl, tilesheet, VFX, Pixel Assets, Background
I worked as the environmental artist on this project, creating pixel-style backgrounds. I made a tileable background drawing with a Pallrex effect. Some tile sheets cover the level's white box, and multiple layers of tile sheets with variations are used to create depth for the level. I also created VFX of snow and storms that made the level feel vivid, like a real snowy mountain.
MY ROLE - Gameplay Designer, Level Designer, Game Tester
SOFTWARE -Unity(C#), Photoshop
PLAGUE
Genera: Side Scroller, Stealth, Platform
TEAM PROJECT -6 People Team
WORK: Gameplay & Level Deisgn, Ptorotyping, Gymnasium, Game Tester
The Plague is a side-scrolling platform stealth game, a group project demo created in Unity. I worked as the gameplay and level designer on the team, also including writing code prototypes and improving the game based on player feedback. It involves a team-based collaboration throughout the entire pipeline, from concepting and prototyping to testing, adjusting, and decorating a complete game level.

PIVOT OF LIGHT
Level & Gameplay Demo
Genres: Single Player, Third Person, Action, Adventure
SOFTWARE -Unreal Engine 5, Project Graph
Level Length: 15 mins
WORK: Blueprint Features, Gameplay & Level Design, Gymnasium
In my level and game design work, I draw directly from everyday experiences to inspire gameplay, enemy systems, and spatial design. The Pivot of Light is the project that best represents this approach. The idea originated when I was searching for a new apartment and discovered how building orientation affects sunlight. This realization formed the foundation for a mechanic where enemies slow down under light, and a mechanism that allows the player to rotate the light direction and entire game level, utilizing tools like a flashlight or camera flash to deal with enemies.

REAL LIFE LEVEL PRACTICE
Genera: Single Player, First Person, Puzzle, Exploration
Level Design
SOFTWARE - Unreal Engine 5
Level Length: 5 mins
WORK: Level Whitebox, Playtest
The goal of the level was to practice applying common design principles in level design and create a fun space for exploration, incorporating elements such as lighting, vision, space, and shape. There are additional limitations, including a first-person perspective, no death, limited mechanics, basic movements, and simple textures. There is a gun that shoots light balls, but it has no practical use other than fun. I made it as a fun collectible; the player could still go through the whole level without it. There is a level that seems like a dangerous room with no bottom, but the player will soon discover it was fake after their first fall.

SWITCH TO CAR
Genera: Single Player, Third Person, Side Scroller, Puzzle, Comedy, Action
Level & Gameplay Design
SOFTWARE -Unreal Engine 5
Level Length: 5 mins
WORK: Gameplay prototype, Level whitebox, Gametest
This is a small comedy side-scroller game, made with UE5 blueprints for all features. The goal of the game was to reach a certain speed to the destination. There are puzzles and obstacles along the road that require the player to clear the road by using the "switching" mechanism and interaction. This game involves practicing level design in the tutorial level, prototyping features, applying sound effects, checkpoints, and white-box design.

ROAD TRIP LEVEL
Level & Gameplay Design
Genres: Single Player, First/Third Person, Driving, Puzzle, Adventure, Comedy
SOFTWARE -Unreal Engine 5
Level Length: 15 mins
WORK: Blueprint Features, Level whitebox
This level is inspired by the game The Long Drive and by many places I've been on my road trip around Utah. The idea of this level is to solve problems along the journey, discover different spots, and enjoy different views. The game involves a system that switches between first-person exploration and third-person driving. The player will be driving around the level, which was mainly blocked out using the landscape tool. That creates a significant contrast in heights and visually attractive locations.










































