William WongGame Designer / Systems / UI / Character Art
sidexis23@gmail.com
Singapore

I design games,
from systems
to screen.

My strength is being able to work across the whole game. I can plan the systems, prototype the mechanics, design the UI and create characters and visual assets when the project needs them.

Systems designPrototypingUI and UXCharacter art
Dogge, animated Stone golem, animated Elemental, animated

Martial Frontier

3D action · PvP & co-opIndependent · Godot 4

Playable prototype · PC / Android builds · In active development

The game

Create a fighter, build a playstyle and take it into battle. Martial Frontier connects modular character creation, weapon styles, multiplayer arenas, walkable hubs and cooperative expeditions.

My contribution

  • Game systems, combat rules and player progression
  • Character customization and loadout UX
  • Multiplayer room flows and world navigation
  • Visual direction, integration and authoring tools

What stands out

A detailed character creator and reusable loadouts sit alongside PvP rooms, responsive PC/phone interfaces and a growing expedition mode. The accomplishment is bringing these systems into one playable experience.

Live modular hair catalogue and character preview
Character creation

Make a fighter your own

Combine hair parts, colors, outfits and accessories, with immediate feedback in a live character preview.

Weapon, style and skin selection beside a customized fighter
Weapon styles & loadouts

Build your playstyle

Compare weapons and fighting styles, select a skin and keep your character identity across setups.

Four distinct fighters on blue and red team podiums
PvP & battle rooms

Bring your character into battle

A 3D lineup makes appearance, team assignment and readiness visible. Shown with three CPU opponents.

Live expedition battle showing reinforcements, combat effects and player health
World & co-op

Put the systems into play

Expedition battles combine enemy waves, combat abilities, health feedback and progression in a playable world.

Screenshots from the playable prototype. My work spans design, UI/UX, integration and playtest iteration, with AI-assisted implementation, refactoring and debugging and external art/animation assets.

Explore the full Martial Frontier case study →

MatchSmith

Mobile Roguelite Solo · Godot

Summary

A blacksmith roguelite where matching pieces raises the Power, Durability and Sharpness of a weapon. The point is not only to clear the board. It is to decide how far you can push an order before you run out of moves.

What I did

  • Design document, run structure and economy
  • Quality, scoring and upgrade systems
  • UI and UX across every screen
  • Characters, icons and visual direction

Highlights

Customers remember the quality you usually give them. If you keep making excellent weapons, that eventually becomes normal to them. I wanted doing good work to build a relationship, while also making that relationship harder to maintain.

The forge match-3 board
Core mechanic

Each piece has a purpose

Three pieces raise one weapon stat each. Tongs raise all three, while flame helps whichever stat is currently falling behind.

Order select screen
Customers

Choose whose order to take

Each order shows the customer, weapon requirements, move limit and reward. Harder customers pay more, but failing them also affects the relationship.

Workshop hub
Progression

Bring customers into the workshop

Better work raises your reputation and brings in more customers. Between runs you can review customers, weapons and permanent unlocks from the workshop.

View the full case study →

Team project
Mobile  ·  Free to play

Fantasy Survival

Character ArtEnemiesSkill Icons

This was a mobile survivors-like I worked on with colleagues. My part was mainly the playable characters, the full enemy roster and its variants, and all of the skill icons.

Fantasy Survival main menu
In game
Character select
Character select

Characters with different strengths

Each character has a different health, speed and starting skill setup. I made the characters, portraits and skill icons shown here. The screen layout was made by the team.

Level-up draft
Level-up draft

Icons made for quick decisions

The player chooses between three upgrades while a run is still going. I kept each icon simple and gave the skills different colours so they could be recognised quickly.

Skill icon set
Skill icons

A colour for each ability

Each skill uses its own main colour and silhouette. This helps the player tell them apart even when the icons are shown small.

Dogge animating
Pixel art

Enemy families and variants

I made reusable enemy families so the game could have more variety without needing a new animation set for every tier: 8 slimes, 6 elementals and 5 boars, plus other enemy types.

An Evening with the Unhallowed

GMTK Game Jam 2022 · 48 hours Game Design · Character Art · UI

What the game is

A 2D platformer made for the GMTK 2022 theme, roll of the dice. The player is followed by a ghost knight whose shield can be placed in the air and used as a platform.

How it plays

  • Collect dice faces scattered through each level
  • Clear enemies and solve platforming to reach the ones you still need
  • Spend skill points to upgrade your attributes
  • A stage opens only once you hold the required faces

What I did

Credited on the jam page for game design, character art and animation, and UI and icons. A team of seven, and the whole game was designed, built and shipped inside 48 hours.

Title screen
Companion

The knight is part of your movement

The ghost knight follows the player, but his main purpose is not combat. You use his shield to reach places you could not reach alone.

Gameplay with the dice HUD
Mechanic

Turn the shield into a platform

You can ask the knight to place his shield in mid-air, then stand on it. The limited number of shields makes each placement matter.

Collecting a die face
Level

Rolling for the route

Dice faces sit where the platforming is hardest, so reaching one is the puzzle. Collected faces read across the HUD.

The knight and player depend on each other. The knight follows the player, while the player uses his shields to move through the level. Because there are only a limited number, the player needs to think about where each platform is placed.
Dice faces are collected throughout the level and are used to unlock stages. This tied the jam theme directly to exploration and progression instead of making the result depend only on luck.

Play it on itch.io →

Selected personal work

UI, characters and game-ready art.

Game design is my main role, but I can also create the visual work needed to communicate and support the design.

Production art

Sprite work, animation and icon design produced for mobile and prototype builds. Sheets are shown as authored, frame by frame.

Forward Slash icon
Floating Slash icon

UX analysis

Before changing an interface, I first map how the current one works. For this exercise I traced Hearthstone's screens and grouped them by their main purpose: spending, managing cards and playing the game.

Hearthstone UI flow diagram
Information architecture

Hearthstone UI diagram

Every screen in the game laid out as a connected flow, from main menu through collection, crafting, arena, solo adventures and the ranked reward chest. Grouping the menu into money, card and play branches is what makes the structure legible: the diagram shows the shape of the product, not just its screens.

UI redesign · Hearthstone as Starcraft

For this exercise I kept Hearthstone's layout and interactions, then rebuilt the visual style around Starcraft. This let me focus on art direction without changing the information hierarchy or the way the screen is used.

Before and after comparison
Comparison

Before and after

The same two screens in both directions. Layout, hierarchy and hit targets are untouched, so the comparison isolates art direction as the only variable.

Asset breakdown sheet
Asset breakdown

Original, modified, assets

The rebuilt pieces shown on their own: frames, banner plates, the hex fill, the button ring and the title treatment, each authored to drop into the existing layout.

Reskinned main menu
Final screen

Adventure select

The finished screen in context, with the adventure entry rewritten to fit the setting while keeping the original’s reading order and emphasis.

Character design

Nephis is my OC. I first worked out the costume, weapon and props in a design sheet, including the front and back of the character. I then used that sheet as the reference for the final illustration.

Nephis character design sheet
OC · Design sheet

Nephis · turnaround and props

Front and back turnaround with the costume resolved on both sides, plus the scythe worked out as its own object, a satchel prop, ankh and staff motif studies, and a scene thumbnail establishing where she belongs. The layered skirt and ribbon placement are designed to read in motion, which is what the splash then has to deliver.

Nephis splash illustration
OC · Splash

Nephis · final render

The finished piece, painted from the sheet. Every element on the turnaround is accounted for here, which is the point of doing the sheet first.

Illustration

A sample of commissioned illustration work outside of games: character, environment and lighting carried in a single piece.

Commissioned character illustration
Commission

Character in scene

A client character painted into a lit environment. The stage lighting and the effect in the foreground carry the mood, so the character reads without relying on the pose alone.

Motion and identity

Logo animation and identity design, including badge and poster work produced during service with the Singapore Police Force.

Video pending
Motion

Animated intake logo

Logo animation produced as an intake sequence.

Artwork pending
Identity

SPF logos and badges

Logos, badges and posters for Transcom promoting safety and security awareness.

About

I am a multidisciplinary game designer based in Singapore. I joined Little Prince Game Studios as a concept artist in 2021, moved into game design within two months, and later became the lead game designer. My strength is being able to carry an idea across disciplines. I can design the systems, write the specification, work through the UI and create characters and visual assets when needed. I am currently building personal projects so I can take a design from the document into a playable build and adjust it based on how it actually plays.

Career

Independent Game Developer / Game Designer

Jul 2026 · Current
Self · Remote

Building two playable prototypes end to end: design, systems, UI/UX, balance methodology and art direction. Worked in an AI-assisted workflow directing AI tooling for implementation, refactoring and debugging, while retaining full design and creative ownership.

Little Prince Game Studios

Jan 2021 · Jul 2026
Concept Artist → Game Designer → Lead Game Designer

Joined as concept artist and promoted twice within the first year. Design lead on two unreleased mobile titles, working with cross-site teams across Singapore and Thailand. Also handled outsource management and art direction oversight. Roles overlapped rather than replaced one another, as a small studio required.

2Titles
28Feature specs
500+Pages of documentation
2Countries, one doc space
Title one · hero-collection RPG with live-ops

27 feature specifications covering the whole product:

  • PvE · campaign progression and its UI/UX flow, dungeons
  • Co-op raids · hosting, joining, raid history, reward distribution, multiplayer battle log and participant tracking
  • Multiplayer and social · friend and chat systems, and the legion structure players organise into
  • Heroes · roster, combat mechanics, levelling and promotion, equipment
  • Meta games and resource sinks · inventory and equipment mechanics, and the systems that give each currency somewhere to go so nothing accumulates without a purpose
  • Live-ops · battle pass, daily login, events menu, recurring and beginner events
  • Support · mail and announcements, buff windows, dialogue system
Title two · creature collector with sling combat

A single 237-page design document. The systems I worked across:

  • Sling battle campaign · stage structure, wave behaviour, reward generation logic and its edge cases
  • Aim control · a full input spec: neutral, aiming, flick and sling states, an inner dead zone, a buffer zone, an outer activation threshold, direction locking and hysteresis on release
  • Progression · three separate stat models, ability buffs, bullet types, levelling and unlocking
  • Nurture layer · a petting and feeding system where an energy tier converts into bonus stats
  • Systems · spawning, drop rates and stage buffs, chests, battle calculation, camera perspective
  • Meta · shop, mail, friends, profile
Titles and visuals covered by NDA · the systems above are described without them

Singapore Police Force

Nov 2018 · Nov 2020
Public Transport Security Officer

Patrolled and policed public transport networks. Developed advertising materials, logos, badges and posters for Transcom.

3dsense Media School

Jul 2017 · Jul 2018
WSQ Diploma in Digital Design

Art fundamentals: sketching, anatomy and perspective, with conceptual and functional design across environments, creatures, characters, props and vehicles.

Download resume (PDF)
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