Ray Hsiao | <!-- -->Game Design & Development<!-- -->

Ray Hsiao

Game Design & Development

A gif of the opening of Hey, Girlie!, in which Kristen is intercepted by Principal Aguefort in the halls of Aguefort Adventuring Academy

Hey, Girlie!

A visual novel dating sim that encourages the player to pay attention, paralleling what the protagonist needs to work on in her relationships.

I served as game director, designer, and engineer, leading an international team of 52 creatives.

**This is a Fantasy High fan project unaffiliated with Dimension 20 or Dropout.**

A long gif of a 2.5D RPG featuring a hero in a squirrel-tail knight helmet, colorful squirrel allies, and sneaky raccoons

Quest for Dendoro

A 2.5D action-adventure RPG developed with and for 4th and 5th grade students, featuring light customization, puzzles, and combat.

I was a producer, programmer, and designer for the project.

A gameplay gif of menial point-and-click tasks (checking off reports, making coffee, sending emails, downloading files) in a dreary office environment

Keep Up the Good Work!

A 2D point-and-click game that simulates being trapped in a stressful and demeaning job, developed in a weekend for Global Game Jam 2026 (theme: mask).

As a technical designer in a team of 5, I...

  • Pitched, designed, and implemented core gameplay systems of player stamina and quick-time event minigames
  • Scoped short, snappy gameplay loop for high level of polish within ~24 hours of development time in Unity and C#
  • Implemented quicktime events to be easily extensible for more minigame variations

A gif of a 2D pixel shooter game, featuring lots of enemies swarming the player

Ondine: Prototype

A 2D pixel shooter centered around swapping weapons and surviving hordes.

As a programmer for Pier38 from September 2024 - March 2025, I...

  • Delivered new features, including but not limited to unlockable levels, difficulty modes, tutorials, save system, and balance changes, ahead of schedule, reducing turnaround from 1 week to 1-3 days
  • Streamlined development process by rewriting C# code, reworking Unity scenes and prefabs, and organizing scripts
  • Overhauled art implementation by establishing consistent art import settings, replacing placeholder assets with final pixel art, simplifying animation state machines

Text: progressive increase in intensity: easy jumps --> timed double jumps --> double jumping will kill you, must time single jumps well. Image: Level design prototype. Text: intense setpiece as dramatic finale to this section. reuses previous double jump timing in a new context. Image: Level design prototype.

Gold Lining (Cancelled)

A narrative platformer about a Chinese American protagonist finding her way home from a fantastical realm which received $100k+ in funding from Microsoft ID@Xbox and Code Coven. No longer in development.

As a level designer for Sondering Studio from June - September 2023, I...

  • Prototyped 4 playable levels in Unity as only level designer, iterating following feedback from studio leads
  • Designed puzzles to teach new mechanics (danger/respawning, breaking rocks to create platforms, light-based platforms), escalate known mechanics, communicate emotional experience, and escalate in difficulty