SHIPPED TITLES

Hamster Ballin, Unreal Engine 5                                            Guildhall Game Lab

Level Designer                                                                        Jan 2026– May 2026

  • Designed and iterated gameplay tracks focused on player flow, clear racing lines, speed control and item placement.

  • Collaborated with other level designers to balance route difficulty and polish gameplay pacing within production deadlines; Work with artists to improve visual readability and general environment aesthetics; Constantly communicate with programmers to address playtest feedback and bugs.

PROJECTS

Petalnuat, Unity Guildhall Game Lab

Level Designer                                                                        Sep 2025– Dec 2025

  • Owned the design and implementation of Level 2 and Level 3 for a top-down bullet hell game, developed combat arenas, enemy wave structure, obstacle placement and stage-to-stage difficulty progression.

  • Worked closely with the team to integrate feedback from playtests, communicate with programmers and artists on level design needs, adjust pacing issues and bugs, and delivered a polished playable game within project deadlines.

Ravenholm: Asylum, Hammar++                                                                                                                            Guildhall Game Lab

Level Designer                                                                                                                                                          Sep 2025– Dec 2025

  • Designed and implemented puzzles, level pacing, resource placement, lighting, and environmental storytelling to support a readable linear experience with a strong horror atmosphere.

Sinners’ Hill, Starfield Creation Kit                                                                                                                         Guildhall Game Lab         

Level Designer                                                                        Jan 2026– May 2026

  • Designed and implemented a single-player Starfield quest level focused on narrative, combat encounters, environmental puzzles, and player choice.

  • Used Starfield Creation Kit and Papyrus scripting to build quest stages, scripted interactions, shootable activators, explosive traps, locked routes and enemy NPCs encounters

PROFESSIONAL EXPERIENCE

Sunborn                                                                                            Shanghai, China

3D Modeler Internship                                                         May 2023– Sep 2023

  • Produced game-ready 3D assets under the direction of the art lead, completing assigned modeling tasks from 2D design through lead review and revision.

  • Delivered usable models over a four-month internship while maintaining clear communication with project art lead, meeting task expectations and adapting professional art pipeline.

EDUCATION

SMU Guildhall                                                                              Dallas, TX, US

Master of Interactive Technology, Specialization in Level Design                                                                                      Expected May 2027

University of Hertfordshire                         Hatfield, Hertfordshire, UK

Bachelor of Art, 3D Games Art and Design                              July 2025

SKILLS

Languages & Tools: Blueprint, Papyrus, Perforce, Adobe Photoshop, Adobe Illustrator, Microsoft Office, Jira, Miro

Software & Engines: Unreal Engine 5, Unity, Hammer++, Starfield Creation Kit, Radiant, Maya, 3DSMAX

Methodologies & Concepts: Quick Level Blockout, Level Flow, Combat Encounter Design, Level Pacing, Playtesting, Iteration, Quest Design, Puzzle Design, Environmental Storytelling, Technical Implementation

Professional: English, Chinese

It’s a pleasure to meet you.

US Contact:

gongziqingsh@gmail.com

+1(626)944-3307

CN Contact:

15900739426@163.com

+86 15900739426

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