Yuguang Shi
Game Designer

At Light Game Workshop, I worked as a Technical Designer, focusing on gameplay system implementation and editor tool support. My primary responsibilities included:
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Designed and implemented modular monster archetypes and player weapon skill systems within a top-down template using Unreal Engine’s Gameplay Ability System (GAS) and Behavior Trees.
The goal was to reduce user learning barriers and enable creators to quickly build functional PvE experiences within the editor. -
Collaborated with team members to develop two match-3 power-up mechanics (Inventory Clear and Auto-Eliminate by Type) as well as AI logic for a turn-based template.
These implementations increased template game production efficiency and expanded the usability of prebuilt gameplay modules. -
Deconstructed gameplay buttons and skill systems into parameterized dimensions (cooldown, range, targeting mode, cast type, etc.), then designed and implemented a virtual joystick framework and skill telegraphing system.
These systems were packaged as reusable prefabs, allowing users to easily configure and extend them within the editor environment. -
Maintained internal Wiki documentation and usage guides to improve team alignment and help users better understand system logic and editor workflows.