Kelly Lin
Game Designer

Tiny Terra
You play as Pineapple Head, a tiny 4 cm creature, starting a farming business in the kitchen to provide goods for the surrounding mini residents after humans have disappeared.
Genre: Sim, Puzzle, Adventure
Engine: Unity (C#)
Studio: Mystic Minds Game Studio
Roles & Responsibilities:
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Designed farming, quest, puzzle, inventory, and economy systems
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Built collection mechanics and unlockable progression
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Conducted and implemented research findings for improvements on 3Cs (Character, Controls, Camera)
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Developed narrative structure and environmental storytelling
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Integrated story elements into gameplay systems
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Conducted multi-phase playtests and implemented feedback
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Created and maintained the full Game Design Document

VR Zen Garden Simulator
Explore and create your own Zen garden on a floating island, and take a moment to relax and admire the fruits of your labour and the garden.
Genre: Sim
Engine: Unity (C#)
Studio: Mystic Minds Game Studio
Roles & Responsibilities:
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Designed VR gardening systems focused on creativity and mindfulness
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Created emotionally resonant features like lantern blessings and graffiti walls
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Developed tactile raking and planting mechanics with real-time feedback
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Structured relaxing gameplay flow and interaction pacing
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Documented systems and design logic for immersive user experience
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Proposed a real-world souvenir feature as a novel player takeaway

Forever Nugget
Find the correct way to interact with the nugget to end its endless loop.
Genre: Puzzle
Engine: Unity (C#)
Roles & Responsibilities:
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Structured goal design from immediate responses to long-term objectives
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Built layered feedback systems encouraging experimentation and discovery
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Balanced input challenge with satisfying, curiosity-driven feedback loops
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Created mechanics that reward unconventional thinking and playful exploration

The Last Mission
Play as Harold, a hitman on his last mission, sneaking into a high-security mansion to grab some classified files and take out the target. However, as the mission progresses, he will find that everything is not what it seems to be.
Genre: Strategy, Puzzle
Engine: Unity (C#)
Roles & Responsibilities:
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Designed core stealth and puzzle mechanics in a grid-based turn-based system
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Defined enemy AI patterns, vision logic, and player-counterplay opportunities
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Structured level progression and pacing across 3 escalating narrative stages
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Designed and balanced player actions, trap mechanics, and object interactions
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Conducted paper prototype testing to calibrate puzzle difficulty by player type
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Integrated narrative branching and multi-ending logic through gameplay systems

Hungry Empire
Competing kings send their fleets to distant lands, discovering rare ingredients and claiming them for their growing empires. The first to control the trade will shape the empire of taste.
Genre: Strategy
Type: Multiplayer Board Game
Roles & Responsibilities:
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Designed core gameplay systems, including resource, diplomacy, and territory mechanics
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Structured exploration, conflict, and progression into modular and scalable gameplay loops
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Balanced economy, player interaction, and pacing through iterative playtesting
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Designed multi-zone maps and encounter points to encourage dynamic player movement
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Developed event-driven narrative systems tied to historical adaptation

Hamster Hooky
Strategize to transport more and more truant hamsters to the next destination using a motorcycle.
Genre: Puzzle
Engine: Unity (C#)
Roles & Responsibilities:
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Tuned gameplay parameters to support satisfying and repeatable player experiences
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Created levels that balance challenge, pacing, and emotional payoff
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Designed physics-based systems with a focus on movement and object interaction
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Balanced difficulty using spatial design and player experimentation
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Built onboarding flow through intuitive, non-verbal learning design
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Encouraged creative player expression through open-ended systems

Fort Snow
You play as Jackie, a kid trapped in a dreamlike bullet hell, dodging waves of bizarre monsters and collecting power-ups as you battle your way through a twisted dungeon to uncover the truth behind the evil Doctor Casanis.
Genre: Action, Roguelike
Engine: Unity (C#)
Roles & Responsibilities:
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Designed enemy types and boss behaviors with escalating challenge
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Tuned player controls and feel for high-intensity dodging
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Iterated weapons, hazards, and abilities for difficulty balance
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Iterated progression and power-up systems to drive player motivation

Reborn
Embark on a story-rich fantasy campaign where your party’s choices shape the world—negotiate with ogres, solve infernal puzzles, and gather shattered artifacts to prevent a doomsday across a modular, open-ended questline.
Genre: Adventure
Type: Multiplayer Board Game
Roles & Responsibilities:
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Designed modular questlines with branching outcomes and skill-based decision gates
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Created level layouts and dungeon structures using spatial diagrams and progression logic
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Balanced encounter pacing and challenge curves across a multi-stage main storyline
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Structured player progression through linked environments and exploration incentives
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Integrated narrative beats with puzzles, combat, and player roleplay opportunities