
Summary
Genshin Impact
2021 - 2025
Genshin Impact is an open-world action RPG developed by HoYoverse. As a Level Designer, I worked across multiple game updates, designing and implementing content for open-world exploration, story dungeons, and limited-time mini-games.
Overview
Role
Level Designer
Responsibilities
Concept Development: Collaborated with a team of 4–5 level designers on gameplay concepts, narrative themes, and environment design for major updates.
Level Design: Independently designed open-world regions and dungeons, including exploration, combat, and puzzle mechanics.
Prototyping & Implementation: Built whitebox prototypes, scripted gameplay logic in Lua, and iterated based on testing feedback and player data.
Mini-game Design: Designed and implemented gameplay mechanics for limited-time events.
Cross-functional Collaboration: Worked closely with engineering, art, narrative, and QA teams from concept to final delivery.
Company
miHoYo
Years
2021 – 2025
Role
Level Designer
Genre
Open-world action RPG
Platform
PC · Console · Mobile
Team Size
1000+
Engine
Unity
Highlight works
Initium Iani - Sea of Bygone Eras
Open World
Sea of Bygone Eras is an underwater region in Genshin Impact, where players explore the ruins of a fallen ancient kingdom.
I worked on this open-world area from early concept development to release. What made this project special was its early exploration of environment-led guidance in Genshin Impact. I focused on gameplay-integrated camera design, helped drive the development of an in-editor real-time camera tool for level designers, and experimented with guiding players through the environment rather than relying on explicit quest instructions. The goal was to make exploration feel less like completing a checklist. The area achieved a high completion rate after launch.
Type
Open World
Version
4.6 (lanched at 2024.04)
Dev Time
2023.02 - 2024.03
My Role
Level designer
Canyon Traversal
Concept Development
Collaborated with a team member to develop a camera-driven parkour mechanic, drawing inspiration from Uncharted 4 and the cinematic camera work in Disney animated films.
Design & Implementation
Independently designed and implemented real-time camera behavior for underwater canyon traversal, and designed a parkour sequence featuring QTE mechanics.
Design Rationale
Reduced the difficulty of QTEs during traversal to minimize player frustration and maintain a smooth gameplay flow.
Level Design | Environment-led Quest Guidance
Environmental Storytelling & Guidance
Although this level follows a traditional 0/3 quest objective structure, I wanted to reduce reliance on text-based instructions and make exploration feel more immersive and natural.
To achieve this, I designed a visually striking Point of Interest (POI) to attract players’ attention, then used glowing chains as environmental cues to guide them toward the corresponding exploration locations.
Level Structure
Primary POI
Main Area
Secondary POI
Mechanics-based Puzzle
Secondary POI
Logic-based Puzzle
Secondary POI
Combat Encounter
Also designed
More projects I took the lead in designing for Genshin Impact.
Open World
Vourukasha Oasis
2022.11 - 2023.04
Open World
Temple of Space
2024.12 - 2025.05
Dungeon
Tlazolli's Forge
2024.08 - 2024.10
Dungeon
Deus Foundry
2022.08 - 2022.11
Dungeon
Enter the "border"
2024.11 - 2025.01
Mini Game
Search for Lost Spirits
2024.09 - 2024.11
Mini Game
Strikers Through the Storm
2025.03 - 2025.05
Mini Game
Fabulous Fungus Frenzy
2022.08 - 2022.10
Mini Game
The Recollector's Path
2022.12 - 2023.04















