
Steven Yuennan
Game Designer and Level Designer
My name is Steven Yuennan. I have a Bachelor of Science degree in Interactive Arts and Technology from Simon Fraser University. I specialize in game design, and UX with knowledge and skills in programing. I also have an interest in 3D modeling and animations which help me understand the artistic perspective of game development.
Experiences

Project HIO
Current Project



Project Hole-In-One is a narrative-based mobile game created by three members. The game is a combination of using designs seen in a golf game to traverse through the level in meaningful and captivating environments to convey the narrative. As a robot programmed to preserve nature, it seeks to find endangered creatures and free them from another faction seeking to harm them for their own gain. The game is currently under development for iOS and Android devices.
QCD
2020


QCD is an early-prototype simulation that attempts to provide people with Obsessive-Compulsive Disorder (OCD) a simulated environment using Exposure and Prevention Response (ERP) treatment as the foundation of our design. This simulation was meant to provide the user with a lower-risk environment found within a ERP treatment during therapy session. The simulation provided a number of scenarios allowing the player choose a scenario that fits their needs.


Canvas
2019



Canvas is an endless runner game. It is a quick pace arcade game that allows for a short burst of gaming experience on mobile devices. Having simplistic controls and minimalistic aesthetic allow for all types of players to enjoy.
Skills
Game Design
I have been doing game designs since my first year at Simon Fraser University. Every year I would take classes related to game designs, study its foundations, and improve upon it outside of class activity. In the past two years I have poured my knowledge and skills into one of my biggest game project ever, Project Hole-In-One. It contains everything I have learn from game design to level design into one.
Programing
Programing was a necessary tool for me to put my game design concepts into practice. I am able to understand the implementation of a concept by programing it myself and learn of my limitations within it. While having such limitation may seem a hindrance, however it lets me set a smaller scope and finish my projects.
Game Testing
Game testing is crucial for any part of the game development process. Testing by using white box or grey box allowed myself to test the balance of a level design. Meanwhile I can also log any bugs that I came across or design flaws that could have been exploited as well.
