01
Real-time short
Open case study
Uncivilized
A dialogue-free sci-fi assassination where blue order collapses into a red illusion.
A portfolio by Zhang Leyin
MISSION INDEX // 01-04
Four solo projects spanning cinematic storytelling, puzzle design and playable level architecture. Each entry opens a complete design case study.
01
Real-time short
Open case study
A dialogue-free sci-fi assassination where blue order collapses into a red illusion.
02
Puzzle level
Open case study
Objects, ambient sound and spatial memory drive a level with no dialogue.
03
Adventure level
Open case study
A ruined carnival becomes a readable, escalating route from graveyard to Ferris wheel.
04
Dual-level shooter
Open case study
Two levels move through one brutalist tower in opposite directions, ending at the boss.
In development
NEXT PROJECT // WRITER'S BLOCK
写作障碍
A narrator tells you what to do. You decide whether to obey.
The next independent game grows out of Play Time and draws inspiration from The Stanley Parable. Its narrator guides the player through a world where following instructions is always a choice.
Beyond the portfolio level, the project adds a complete narrative and stronger connections between levels, with a tone made for players who value distinctive independent games.
GAME SCREENS // 06
Gameplay frames from the next independent game.
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PROFILE DATA // ABOUT ME
My name is Zhang Leyin. I am a game designer and level designer working across real-time narrative, environmental storytelling and playable systems.
From the sinking sunset on another planet to a friendship built across an adventure, games can turn image, sound and interaction into shared emotion. That is the reason I keep making them.
It helps find your people. It is magic. It is emotional trigger.
CHARACTER STUDY // SKETCHBOOK
A separate sketchbook inside the same world-building practice.
Gamers can feel when developers are passionate about their games. Don't be afraid to hold onto your unique vision: just be aware that it may not turn out exactly how you envisioned.
Level Up! The Guide to Great Video Game Design
SEC. 04 / CONTACT
I am interested in game design, level design and real-time narrative work that treats atmosphere as part of the mechanic.