


CARSON LI



INNOVATION
CREATIVITY
STORYTELLING
GAMEPLAY
MECHANICS
CARSON LI





04
MUSIC PROD
LOGIC PRO X
ABLETON PRO
03
TECHNICAL ART
SKYBOX
MATERIAL
02
3D ART
Blender
RENDER
01
GAME DESIGN
MECHANICS
DEVELOPMENT
C#
( SERVICES )
I’m the creative
who transforms visions,
honoring originality
in every detail.
vision
creativity
___PURPOSE
ABOUT
CARSON LI
My goal is always to create games that become second realities -- not as escapes, but new spaces for deeper connection with ourselves and others. Spaces that allow players to experience the un-experienced, explore the places never existed. It is like a blank canvas that awaits the first splash of paint.
I am a current Game Design Student graduating 2026 May. I've worked in various kinds of projects, having ability to use Unity and Unreal very familiarly. I've created many interesting game mechanics, and I want to make games as fun and unique as they can.
For most of my projects, I work as a Game Designer. I mainly design levels, game mechanics, and decides on the art style and story progress. I tries to focus on how all the other part can make the game itself feels interesting and unique.
My process is collaborative and tailored to each project. It begins with an initial brainstorming which I explores everything I can do within this project, even if it has nothing to do with the theme. Then I goes down each section of my brainstorm and picks out the elements I think stands out the most, and tries to connect them with a flowchart to see if it fits into my project.
Timelines vary depending on the project’s scope and complexity. One of my project (a 3D side scroller) for a class only took 2 week, and a big project like West Astro took me and my team around half a year.
I think from each project, I learns better about what I want to do for my ultimate goal. I learns from each outcome and tries to add these knowledge into the next project I'm working on. For example, I created the Smart Object system in Two Sided, working as a independent system which can decide the actions of the character. I valued it and used a similar system in my new project Dream World (working title), using it on the enemy animations to make the tons of enemy don't seem too simiilar.
My project often includes several main stages: Early Concept, Final Concept, Early Development, Final Development, Polish. From Final Concept, I limits my self not to change any design anymore, unless it is truly very valued or important. I often leave more than 35% of work time to polish the project. I believe that this can help with making the project seems more complete and can help with player's experience.






