Willie Cheng
Game Designer - Game Programmer - Feel Enthusiast

Portfolio


About


I am currently an activity designer at Bungie. I have experience working on large and small teams in technical designer and level designer roles. My interests are in transferring complex emotion through physicality-focused gameplay.

Resume



Work Experience

Bungie (2021- Present)

-Activity Designer

  • Worked on Destiny 2 seasonal content
    • Worked with a wide range of disciplines (from World Art to Narrative to Tech Design) to bring whole activities from brainstorm to polish
    • Designed unfurling gameplay and narrative beats told through weekly engagement with a spread of activities

 

Bungie (2019- 2020)

-Associate Technical Designer

  • Worked on Destiny 2: Beyond Light
    • Rebuilt Destiny 2 activities using new content authoring workflow with the goal of making content indistinguishable from the original
    • Maintained documentation for onboarding and knowledge-sharing

 

Avalanche Studios (2017- 2019)

-Destruction Designer

  • Worked on Just Cause 4
    • Created and maintained destructible physics objects using Maya and visual scripting tools
    • Optimized destructible objects to fit within performance constraints
    • Populated open world with AI vignettes and side objectives

 

Sledgehammer Games (2016- 2017)

-Assistant Level Designer

  • Worked on Call of Duty: WWII
    • Designed and scripted single-player encounters across a range of levels
    • Created tools and systems applicable in all levels by other designers
    • Worked closely with artists and system programmers to debug issues

 

Champlain College Emergent Media Center (2015)

-Interactive Designer

  • Worked on two installation game projects, Icarus and Variance (See above)
    • Implemented gameplay features in Unity
    • Interfaced Arduino hardware with Unity

 

Champlain College Tutoring Lab (2014)

-Unity Tutor

  • Tutored classmates to complete weekly Unity rapid prototyping assignments in C# scripting.

Projects

Ripples (2016)

  • Competitive rhythm/musical brawler
  • Position: Game Designer
    • Prototyped primary mechanics
    • Designed and implemented core gameplay, feedback systems, and character-specific abilities
    • Created and updated design documentation

 

Icarus (2015)

  • Oculus Rift-integrated Arduino wingsuit flying experience
  • Position: Interactive Designer
    • Created soft goals and interactive objects in virtual space
    • Created feedback for goals and interactive objects
    • Interfaced on-suit Arduino with Unity
    • Maintained hardware integrity through live demos

 

Variance (2015)

  • Multi-controller cooperative experience
  • Position: Interactive Designer
    • Created controllers using mix of software (Imitone), different sensors, and Arduinos
    • Interfaced different controllers to respond in Unity
    • Maintained hardware integrity through live demos

 

Blindsight (2014)

  • Multiplayer FPS
  • Position: Sound Designer
    • Foley work, audio mixing
  • Position: Level Designer
    • Level whiteboxing, balance tweaking, playtesting