
Hi there! I'm Ryan Zhao. You can take a peek at all of the things I've worked on here :D
About Me
I've been working on games for over 2 years, have been my close friend's forever D&D GM for over 7 years, and recently got back into trading card games. I'm aiming to graduate CCNY with a Bachelor's degree in Digital Game Development, with a minor in Business. I specialize in production, narrative design, and game systems design.
Notable Things
. 2+ Years in Game System Design and Narrative Writing
. 1+ Year in Production and Leadership
Featured Projects

My first real dig at developing a game, especially in a team.

Taking a team leader role in the narrative team.

First time being the producer for a larger team.
Smaller Projects

First time in a leadership role, still trying to balance narrative work with the vision of the game.

Wearing multiple hats with friends during "Doki Jam!" 2025. Serving as a very valuable learning experience in production and game design.
Writing Samples

I was responsible for writing all the tutorial sections, NPC scripts, and combining hints of their location, as well as world-building.

I was responsible for writing and editing my teammate's character dialogue to ensure character voices and dynamics were captured appropriately.

Development Details
Role: Producer, Narrative Director
Team Size: 20
Development time: Sept 2025 - Present
Summary
A single-player puzzle platformer where a sea angel harnesses the power of light to escape the insides of a whale.
Responsibilities
Meetings Manager
Lead team and department-wide scrums. Meetings to resolve development issues, questions about game direction, and one-on-one progress checks.
Document Control
Maintain documentation. Ensure clarity in message delivery and that the general organization and formatting are consistent.

Narrative Director
Write and edit the overarching narrative. Inclusive of its expression during gameplay and level design.


Development Details
Role: Narrative Team Leader
Team Size: 70+
Development time: Sept 2025 - Present
Summary
A single-player, narratively driven bowling adventure. Find redemption by reliving memories of the past.
Responsibilities
Dialogue Editor

Take in created samples, understand the intent, and communicate with the original writers to rewrite with extra consideration for defined character profiles and voice.
Storyboard Designer

Storyboard animated, solely dialogue cutscenes, and hub world dialogue sequences. Create animation and asset requests.
General Team Leader
Help ease the rest of the team into narrative work and what aspects to consider when writing character backstories and dialogue. Represent the team when meeting with the design director.
Cross-Team Communicator
Maintain communication with level designers to ensure specific narrative elements and emotions are conveyed through level design and gameplay.

Development Details
Role: Junior Game Designer, Junior Narrative Designer
Team Size: 100+
Development time: Aug 2024 - May 2025
Summary
A single-player, roguelike dungeon maker. Trapped in a land of nightmares, create and expand the world you fight in to overcome insecurities.
Responsibilities
Voice of System Overhaul
Created detailed documentation for a complete overhaul of the "land system" one of the more clunky core mechanics we were trying to fix in terms of game feel and mechanical importance.
This required looking at the main problem statement, breaking down all the issues that could be seen via gameplay and putting it into a format that could easily be understood. Solutions were created based off the perceived problems and where the roots of those issues lie.

Player Moveset Designer
Create, combine, and edit player movesets and upgrade paths for clarity, edge cases for similar user inputs across multiple aspects, and to match the expected game feel.
Original Below, Edited to the Right



Tutorial Dialogue Designer

Alongside another team member, establish the necessary elements that require an explanation during tutorial sections. Taking said elements and creating dialogue for a 'guide' character.
Narrative Interplay with Systems

Alongside the rest of the narrative team, establish the main character, struggles, motivations, and tie game mechanics and systems back into the overarching themes presented.
Item Designer
Iterate consumable items for use in gameplay. Ideas were created based on the overall themes, with the power level to be considered in the future.
Unfortunately, the consumables items were cut from the scope.


Development Details
Roles: Producer, Narrative Lead
Team Size: 8
Development time: Feb 2025 - May 2025
Summary
A single-player, text-based search and rescue game. Information will be fed to the player in an effort to find people trapped in large caves. Two possible endings.
Responsibilities
Timeline Keeper

Created tasks and due dates using Trello based on the backlog and necessities from the game design document.
Story Mapper

Using Figma, map out the story, level progression, and any branching paths.
Level 'Designer'

Ideated cave features that concept artists would take and create. Would then work with artists to refine the provided maps with markups and comments.
Dialogue Writer

Wrote and edited dialogue and clues based off player feedback and character personalities.
A D.A.D. (Determined Adventurous Dragoon)

Development Details
Main Roles: Producer, Systems Designer, Programmer
Flex Roles: Artist, Dialogue Editor
Team Size: 3
Development time: 2 Weeks
Summary
MADE FOR "DOKI JAM!" 2025
A single-player, roguelike visual novel. Play as an egg, bounce off walls, strike down your foes FOR ICE CREAM!
Responsibilities
Producer
Ensure constant communication, document maintenance, and scope checking.
Programmer
Writing all of the game code. Mostly through previous beginner coding knowledge and tutorials on YouTube.
Systems Designer

Using FigJam, create webs and flow charts detailing games systems.
Dialogue Implementation

Convert and edited the Google document script into multiple JSON files as per the requirements for the dialogue system.
Emergency Artist

Due to unexpected events, I had to step into art for key menus in the final hours.
The Quest For Salad
WISK