
Babel
Explore a connected tower, earn traversal abilities, and decide when to spend the Spirit that powers both movement and survival.
Combat systems · Ability-gated levels · Progression
Game designer / Gameplay developer
I’m Yibo, a Game Design, Development & Innovation master’s student at Duke. I create playable systems, readable levels, and interactive stories in Unity and Unreal Engine.
Seeking Summer 2027 internships · Durham, NCFour games. Four different strengths.

Explore a connected tower, earn traversal abilities, and decide when to spend the Spirit that powers both movement and survival.

Tilt to build momentum, counter-tilt to brake, lift to jump, and turn the crank to reshape a route through floating roads.

Change size. Change the solution. Body mass becomes the rule behind movement, machinery, and a connected sequence of spatial puzzles.

A road incident becomes a frozen scene to explore. Investigate its cause, choose whom to rescue, and carry the consequences into the next encounter.
How I work
I work across gameplay and level design, prototyping, scripting, and implementation. These four projects connect systems depth, physical interaction, spatial puzzles, and narrative investigation to playable experiences.
My broader experience includes interactive prototyping at Showonder, tracked-hand VR, software projects, photography, and filmmaking. Each case study separates my contribution from third-party and AI-assisted assets.
VR, software, research, film, photography, and community projects — beyond the four featured games.

Tracked-glove locomotion, climbing, combat, and puzzle interactions across three progressively layered VR levels.
Explore the project →
A VR library experience that turns reading, retrieval, and exhibition design into an explorable interactive world.
A Sengoku-era action adventure focused on chase sequences, puzzle flow, and readable exploration pressure.
A Java management system that brings together object-oriented design, GUI workflows, and transport data handling.
A recognition pipeline that combines image preprocessing, neural inference, and multimodal output for practical use.
An Android note-taking tool designed around clear task flow, lightweight storage, and fast day-to-day usability.
A non-invasive monitoring concept using PPG signals, LSTM-based estimation, and mobile delivery for real-time health tracking.
A workflow for producing accessible animated avatars through AI image generation, cleanup, and rig-ready processing.
A mathematical modeling project for classifying ancient glass artifacts through composition analysis, clustering, and prediction.
A crime drama short centered on strategy, revenge, and shifting power dynamics through cinematic staging.
A research-driven video presentation translating survey findings into a clear public-facing narrative.
A historical video project built around archival material, timeline storytelling, and voice-led structure.
A psychological drama using reference, humor, and social critique to discuss modern pressure and involution.
A still-image collection focused on architecture, landscape, framing, and atmosphere through DSLR photography.
Aerial work exploring scale, terrain, and spatial rhythm through drone-based landscape capture.
Campus documentation and event support work shaped by visual communication, coordination, and steady delivery under pressure.
Interactive science teaching that turns abstract topics into participatory learning through experiments and group activities.
A service and programming role focused on cultural events, user feedback, and improving the student library experience.
Regional recognition for translating research on graduate employment into a strong digital media presentation.
Challenge Cup recognition for a youth science and technology project examining graduate employment trends.
An interdisciplinary team project on PV module degradation that connected technical investigation with business framing.
Let’s talk
Open to game design, technical design, level design, and gameplay development opportunities.