Jingyi Li





Hi, I’m Jingyi — a product designer and storyteller. Whether I’m composing a VR narrative or engineering a rehabilitation device, my goal is the same: to create resonant interactions that improve how we live, feel, and heal.

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Rendered images, actual device screenshots 

Formation of Ideas

While playing Dishonored 2, I was struck by an idea: the protagonist could use a special ability to first peek into another scene, then assassinate someone in their own environment before switching back to witness the assassination play out. Combined with my longstanding fascination with industrial sci-fi, Alien, and the SCP universe, I began envisioning a dual-scene narrative exploring the coexistence of human technological civilization and mysterious alien flesh-based technology on the same planet. The goal is to create stark visual contrasts through these two distinct scene styles, intentionally disrupting the narrative flow. As the game progresses, the two scenes gradually merge, culminating in a direct confrontation between the two civilizations.









Development


Before detailed scene design, we tested this functionality in UE. Once proven viable, we built two distinct boxed environments: a human base and an alien structure. The scene frameworks are now complete, with props, puzzles, and minor encounters being added. (I aim to incorporate some FPS elements to avoid the overly monotonous experience and scope limitations common in pure puzzle games.)

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