
About
Me
Personal Profile
I’m Alan Lan, a game designer focused on level and gameplay systems design, currently studying at Carnegie Mellon University’s Entertainment Technology Center.
At Acme Gamestudio, I designed combat encounters, enemy spawning systems, and randomized level layouts for a co-op action roguelite. I turn design ideas into clear documentation and playable prototypes using Unreal Engine 5 Blueprints, working closely with programmers and artists.
I’m interested in how gameplay systems encourage players to think, weigh their options, and discover meaning through their own decisions.
Level & Gameplay Systems Designer
Acme GameStudio | TaiChung City,Taiwan | Apr 2024 - Jul 2026
Combat Encounters · Level Layouts · Blueprint Prototyping
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Designed level layouts, combat encounters, and progression for a co-op, top-down action roguelite, contributing to the publisher demo and vertical slice.
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Designed a randomized enemy spawning system with configurable difficulty, enemy composition, and spawn timing. Wrote specifications and parameter examples, worked with programmers on implementation, and refined the system through testing.
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Defined room variation and selection rules to prevent repeated encounter layouts within a run. Coordinated gameplay and environment-art sublevels with programmers and level artists.
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Designed and implemented an NPC defense event in UE5 Blueprints, including progress tracking, optional objectives, player interactions, success and failure conditions, and rewards.
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Built playable prototypes of traps and interactive objects to communicate design intent and test gameplay before further production.
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Created flowcharts, data tables, and asset requirements for engineering and art teams. For the NPC event handoff, documented outstanding production needs and marked Blueprint placeholders for final animation, VFX, model, and UI assets.
System Designer Internship
Genaku Technology | Beijing City,China | Jan 2023 - Jun 2023
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Designed and prototyped the player spaceship control system for a startup game demo. Implemented the spaceship state machine and corresponding control rules using Unreal Engine Blueprint, including:
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Locked player input with free camera movement when landed
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Takeoff triggered by specific key input and change character machine state
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Full-flight controls with directional input and 360° camera observation
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Delivered the prototype project and a system usage documentation to the Game Director for review and approval.