Programmer · Game & System Designer

Lizhuoyuan Wan

I build systems, games, and interactive experiences — from large-scale MMORPG servers to mechanic-driven prototypes.

I'm a programmer and designer who combines system thinking, gameplay feel, and technical implementation — building things that are logically consistent under the hood and engaging to interact with.

Skills

  • Programming & architecture design
  • Game / system mechanics design
  • Documentation & case-study writing

What I value

  • Clear logic and clean structure
  • Player / user experience
  • Long-term maintainability

Overview of all projects. Filter by discipline or status, open a card for the full case.

Hush — VALORANT sound Initiator concept: key art and 3D ability demo

Hush — VALORANT Agent Concept

Sound Initiator · Design Spec

A VALORANT Initiator built around sound as an information layer: relay real sounds elsewhere, tag movement through walls, silence footsteps, and sweep a site with a moving scan. Written as a design spec with a live 3D demo of every ability.

Design & Planning

  • C · Echo Relay: a dormant, invisible beacon that, once activated, replays every sound near Hush at its own position for 12 s, then bursts to deafen and concuss.
  • Q · Sounding: a 70° sector wave through walls; anyone tagged is Resonant for 5 s and drops a snapshot marker whenever they move.
  • E · Muffle: a stim-style beacon; allies who step in get 8 s of silent footsteps that persist after leaving the field.
  • X · Requiem: a 12 m disc that advances 30 m through walls, painting a ripple for every enemy movement inside it.
Vael'thar, the Loom-Warden — World of Warcraft raid encounter page in an encounter-journal wiki layout

Vael'thar, the Loom-Warden

WoW Raid Encounter · Design Spec

A 20-player raid boss built on a memory mechanic: the floor shows a pattern, hides it, and resolves on it seconds later. Three stages and an intermission, with difficulty-aware values, role filters, a cast timeline, a playable Pattern Lock grid and a 3D replay of every stage.

Design & Planning

  • Pattern Lock: twelve safe tiles are shown for 4 s and hidden for 6 s, then Tighten hits every player off a safe tile for 60% and a stun.
  • Stage One layers a tether, a soak and an interrupt so each ability pulls the raid in a different direction.
  • Intermission: sweeping threads with a single gap while Spindles must die in 45 s; on Heroic and Mythic their Knot roots players until dispelled.
  • Stage Three shrinks the grid (5×5 Heroic, 4×4 Mythic) and, on Mythic, rotates the hidden pattern 90° before it resolves.
MC Project (working title) — first-person action MMORPG design page

MC Project (working title)

First-person Action MMORPG · Systems & Level Design

A first-person action MMORPG on a Minecraft server: Albion Online’s zone risk and player economy, World of Warcraft’s dungeons and bosses, and a combat system that resolves every hit against the target’s skeleton. Fifty-six linked design pages are the source of truth, and the build follows them.

Design & Planning

  • Zone and economy design after Albion Online: safe, yellow, red and black territory with full-loot risk, a player-run market, and gathering-to-crafting loops that keep every tier in demand.
  • Seven scripted dungeons plus a procedural rift mode assembled from 28 room templates, each with its own tier, group size and boss mechanics.
  • D1, the first five-player dungeon, is built on one sentence — walk 270° around the sunken yard, then drop into it from above. About 170 blocks of main path, four trap types and eight encounters, delivered as a 3D whitebox and a layered top-down plan.
  • Classes and growth run on 18 reusable skill atoms, so a new ability is a config entry rather than new code; 113 monster entries and 706 item entries share the same spec tables.

Development

  • Combat runs in TeaEngine, our own Fabric 1.21.1 engine mod: the client measures and reports, the server owns every rule and computes each result in memory.
  • Hits resolve against the target’s skeleton — per-bone hit boxes with part multipliers and swing-segment multipliers feeding one damage formula.
  • Spring Boot, PostgreSQL and Redis behind the game server, with session-ownership tokens that stop item duplication across instances.
  • A web editor with embedded Blockbench and save-to-game hot reload, and a validate-then-apply config loader that abandons a whole reload on a single bad entry.
Witcher 3 in Minecraft — MMORPG server key art

Witcher 3 in Minecraft

MMORPG Server

An innovative MMORPG built on Minecraft and inspired by The Witcher 3 — a long-term personal studio project that I lead end to end.

Public-test gameplay PV.

Design & Planning

  • Designed the class & skill systems for five classes — Warrior, Mage, Priest, Rogue, and Archer — each with 25+ active and passive skills.
  • Designed skill-synergy mechanics and distinct build archetypes (playstyles) for every class.
  • Designed boss-instance mechanics and potion / item functions, and arranged the story-driven player progression and the ordering of reward instances.
  • Designed and shipped a roguelike tower-climb mode and a life-skill system (fishing) — randomized routes, reward builds, and a growth / output loop — tied into hidden instances to extend the content lifecycle.

Development

  • As main Java programmer, built the MMORPG's core systems early on: combat damage resolution and the damage-formula system, inventory and item-type storage, and a potion / item crafting and recipe system.
  • Engineered asynchronous scene & instance loading, and the open-world and instance party (group) system.
  • Implemented class skill-book progression with skill-point requirements, and the logic coordinating passive-skill triggers with active-skill cast conditions.
  • Designed and implemented the late-game large-raid & boss combat system — phase mechanics, skill triggers, target selection, and damage resolution — with refined combat feedback and multiplayer co-op.
TurretCoop — co-op tower-defense roguelike key art

TurretCoop

Co-op Tower Defense · Roguelike

A co-op tower-defense game with roguelike elements, currently in development. Battles play out on a field that gradually widens — and what it widens into is never the same twice. (TurretCoop is a working title.)

Design & Planning

  • Expanding battlefield — instead of a fixed map, the combat field widens as a run progresses.
  • Each new section is drawn from different module types, reshuffling layout and pacing for roguelike variety.
  • Modular towers — defenses are split into base, body, and top attack module, so players freely assemble their own towers.

Development

  • Wave Function Collapse (WFC) drives procedural terrain generation.
  • Part-based tower system — base / body / top modules combine into player-built towers.
Demons & Knights — grid-based strategy board

Demons & Knights

Turn-based Strategy

A two-player confrontation game where players use cards and grid-based movement to outplay each other turn by turn.

Demons & Knights — annotated board showing knights, demons, the demon castle, barriers, traps, lava, bridges, and item chests
Board elements — knights, the demon castle, barriers, traps, lava, bridges, and item chests.

Design & Planning

  • Grid, unit, and card design.
  • Turn-based combat flow and balancing.

Development

  • Unity implementation of the board, units, and card logic.
Flux — 2D side-scrolling platformer scene

Flux

2D Platformer

A 2D side-scrolling mobile game where the player travels to any past moment and reshapes space to progress through each level.

Design & Planning

  • Time-travel / space-transform mechanic design.
  • Level design for the mobile side-scroller.

Development

  • Unity implementation of movement and the time/space mechanic.
Scrollscape — pixel-art browser puzzle platformer

Scrollscape

Exploration

An open-ended, galaxy-style exploration project built in Unity, shipped as a playable vertical slice.

Gameplay video.

Design & Planning

  • Systems design for exploration and gameplay modules.

Development

  • Unity development across gameplay modules.
  • Rapid iteration on a 16-scene vertical slice.
VR Ball Localization & Grasping Accuracy Experiment — title card

VR Ball Localization & Grasping Accuracy Experiment

Research — Proprioception & Sensorimotor Integration

Designed and developed under Professor Wallace Lages — a VR-based ball-localization and grasping experimental paradigm that quantifies the localization precision and error bounds of proprioception and sensorimotor integration.

Design & Planning

  • Defined the experimental paradigm — how each trial localizes and grasps a target ball under controlled conditions.
  • Independent variables: target-ball position (x / y / z), distance, viewing angle (yaw / pitch), and feedback on/off.
  • Dependent measures: hit deviation, angular error, reaction time, and success rate.

Development

  • Built the full interaction flow in Unity, with trial randomization across conditions.
  • Implemented per-trial data logging and export to feed downstream statistical analysis.
  • Delivered a stable platform supporting repeated runs and fast experiment iteration.

If you'd like to talk about projects, collaboration, or anything around programming and design — reach out.