GAME DESIGNER · SYSTEMS · LEVELS · LIVE ITERATION

Yuxuan Qiu

Design the loop. Read the player.

I make mobile strategy games easier to read, learn, and return to—through systems, levels, onboarding, and live iteration.

Harbor Rush

A shipped mobile hex-board strategy game about building, spawning, capturing territory, and reading a battle in under three minutes.

Harbor Rush battle showing the red and blue territory front line CAPTURE
0:00 0:00
Harbor Rush victory scene with connected blue buildings BUILD
ROLE
Game Designer
FOCUS
Systems · onboarding · iteration
DATA LOOP
Telemetry · player feedback · iteration
FORMAT
Gameplay cut · case study

Wingstrike

A vertical shooter shaped through encounter pacing, level configuration, FTUE readability, and AI-assisted level-generation workflows.

These three clips document product-direction experiments and prototype iterations. They are not presented as final shipped gameplay.

  • Level design
  • Combat pacing
  • FTUE
  • AI level generation

Last War: Survival · systems analysis · not a production credit

How Last War turns a quick choice into long-term strategy.

Hook → growth → power spike → return Open to see more
Official Last War store screenshot showing a large enemy confronting an upgraded squad
01 Hold the line
Official Last War store screenshot showing visible base construction and upgrades
02 Build your base
Official Last War store screenshot showing the strategic world around a developed base
03 Explore the world
Official Google Play imagery · FUNFLY PTE. LTD.

Early student work.

Formative projects from my early years learning game design—rougher, more exploratory, and part of how I developed my design instincts.