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This page is translated from 简体中文.

GAME DEVELOPMENT & DESIGN

// STORY_LOG

My path into game development did not begin with I want to make a complete game. It began with the worlds, characters, mechanics, and scenes in my mind. I have always liked this way of creating, where imagination can become an interactive experience: not just writing down a piece of setting, and not just drawing an image, but letting players truly step into that world and feel its rules, atmosphere, and emotions.

Right now I mainly use Godot, and I have also tried Unity. To me, the most attractive part of game development is that it contains programming, design, art, narrative, and experiential rhythm at the same time. When I write code, I think about how systems run. When I design mechanics, I think about how players understand and act. When I build scenes, I start thinking about the unity between image, atmosphere, and worldbuilding. The process is complicated, but that complexity is exactly why it fascinates me.

I am easily drawn to systems. Why is this button placed here? Why does this value grow in this way? Why should a tutorial appear at this exact moment? Why can a worldbuilding term make people believe that there are real institutions, histories, and power relations behind it? This is the most interesting part of game development: it is not about finishing code, art, music, and story separately and then gluing them together. It is about making them prove one another. Rules prove the world. Interfaces prove the organisation. Narrative proves the characters. Feedback proves that the player's action matters.

Of course, development is not easy. Many ideas feel complete in my head, but once I try to implement them, all kinds of problems appear: the mechanic is not fun, the code structure becomes messy, the asset style is inconsistent, the project scope is too large, or I simply realise that my current ability is not enough. But these problems also teach me that game development is not a direct sprint toward the finish line. It is a process of decomposition, trial and error, refactoring, and trade-offs, gradually polishing a vague fantasy into something that can be experienced.

The directions I like can probably be described as several mixtures: ancient-tech religion-like ruins and systems, anime post-punk Soviet-style cold order, industrial archive-style information design, and fictional worlds that may look absurd but must remain internally consistent. They may not all become finished works, but they keep entering my design judgement and become part of how I understand games, websites, interfaces, and narrative.

I am still on the way, and I have not yet made something mature enough, but I already enjoy the process. To me, game development is not only a technical exercise, but also a form of expression. It gives me a chance to create worlds of my own, and to turn the things that once existed only in my mind into reality through rules, visuals, and interaction.

// ARCHIVE