Overview
Chaotic couch co-op party game for 2–4 intern reapers trapped in eternal afterlife labor. Work together to escape your cursed contract—before you're the one getting laundered!
Soul Launder Inc. is my university thesis project, with plans to release a demo on Steam in 2026.
🏆Best Game Design – Thailand Game Talent Showcase 2025
🏅Nominated for Best Student Game – SXSW Sydney Game Festival 2025
Genre: Casual, Action, Party
Timeframe: 11 months
Role: Game Designer, Level Designer, Project Manager
Team Size: 12
Tools: Unity, Figjam, Figma, Sheets, Audacity, Trello
Collaborated on core gameplay, mechanic, and system design.
Designed and prototyped all game levels and level-specific mechanics.
Led playtesting and iteration cycles, balancing difficulty based on player feedback
Supported technical implementation of mechanics for rapid iteration.
Created design briefs and documentation to facilitate team collaboration.
Sourced, edited, and integrated sound design assets.
Managed cross-functional team of 12, planning production timeline and task assignments.
Developed pitch deck and presenting the pitch at Thailand Game Talent Showcase 2025 competition.
Something New and Quirky!
My team and I love party games, so we wanted to make one that people can enjoy with friends and laugh together.
We aimed to be innovative with both theme and gameplay, creating a core experience that's chaotic, cooperative, and fast-paced.
After brainstorming, we settled on soul laundering—a dark comedy twist on money laundering set in the afterlife that perfectly matches the chaos and laughs we want for party games.
👥 Designing for Co-op Multiplayer
One major challenge in gameplay design was ensuring player interactions felt engaging beyond just fun mechanics.
We needed the right amount of actions for 2, 3, or 4 players, with dynamic role switches and task flows that players can choose their own strategies.
My co-designer and I iterated on the core gameplay many times, and here's one solution I contributed:
problem
In the previous capture mode, there weren't enough actions to keep all players occupied and entertained.

Solution
I suggested making soul subduing, previously optional, a required step before capture.

Why? 🤔
During testing, I noticed subduing was rarely used since souls getting angry was a rare occurrence.
We couldn't decrease the temper time either—we tried, but it made the experience too frustrating.
So I thought: what if souls are born angry and players must subdue them first?
This would add more actions across players without implementing new mechanics or major changes.
However, our programmers already had pending tasks, and we weren't sure if this would work since it required changes to the soul system.
To move past this uncertainty, I implemented the changes myself in half a day and brought it to testing right away.
Final Results
Testing was positive. Players, especially in 4-player sessions, enjoyed this version more as there were more actions to do.
The chaotic experience stayed intact as players needed to pass subdue items around more often.
The team decided to continue with this version, which saved time and allowed us to move forward quickly.

📈 Adding Depth and Variety
After receiving feedback from exhibitions, we secured the core experiences we aim for: chaotic, fast-paced, and cooperative.
But we also identified many problems and areas for improvement. One of those is the following problem I contributed to solving:
problem
Capture mode's gameplay loop felt repetitive overtime. Subduing, catching, and sending souls follows the same pattern, making each session feels indistinct.

Solution
I suggested changing from just capturing to dyeing and mixing colors on souls according to orders.

Why? 🤔
Since our game already featured vibrant soul colors, I thought of applying CMYK color mixing, so souls could require 1, 2, or 3 color mixes.
Most people are familiar with CMYK mixing, and combined with the order system, this would help reduce the too unfamiliar concept feedback we got from exhibitions.
I think having soul color variations would add gameplay depth to keep intensity flowing up and down throughout a level, with increasing challenge in late game and harder levels.
The order model would also allow us to control difficulty and create variety in pacing across multiple levels.
I took responsibility for designing the order system quickly with an improved step-by-step tutorial to guide players.

Final Results
The timeframe was challenging, but we delivered in time for final prototype milestone. I've developed 3 levels for mech mode.
Both our team and testers enjoyed this new gameplay and understood the order and color mixing smoothly.
Depth and variety increased noticeably across levels, allowing the game progression to be engagingly varied in the long-term, though I still need to keep testing and balancing to ensure levels are ready for our demo release.
I'm working on a design process breakdown for my Soul Launder Inc. level design as well—stay tuned!
Though this project is still ongoing, I've grown a lot as a game developer and learned so much from it.
Start Simple, Make the Core Fun First
We focused too much on creating unique mechanics and sometimes skipped proving the fun of simple actions first.
We had to fix many problems that could've been prevented if we'd prioritized basic features playtesting since early prototype.
Now I learned to start bottom-up, especially with basic player-to-player interactions, before implementing complex mechanics.
Listen to Players, Prioritize Playtesting
Since our game centers on chaotic, fast-paced interactions, feedback from different types of players is crucial.
Internal testing alone doesn't cover everything. Different players bring different approaches and perspectives, so testing with various groups is important and helps us see comprehensive results.
I should've scoped the game to be testable earlier in smaller chunks first to prove fun and feasibility before scaling up.
Listen to the Team
Managing this project was challenging since it's not my specialty, but I wanted to help however I could. I think I emphasized too much on product quality and completion, but didn't manage the aspect of being a team as well as I should have.
I learned that tools are only effective if the team uses them. Managing a team also means listening and adjusting to find what works best for the team, not forcing them to use a certain approach.
Things won't go as planned—and that's normal. Face challenges and solve them together with the team.

Overview
You decided to live mukbang from a popular soba restaurant, but your plan goes wrong when your rival channel shows up here to live mukbang too!Eat soba with speed, precision, and style to attract viewers and outshine your rival who shamelessly tries to steal your spotlight!!
Shameless Soba ๒ was made for DDCT EXP Boost game jam in 2024.
Genre: Rhythm, Action, Arcade
Timeframe: 1 month
Role: Game Designer, UX/UI Designer, Project Manager
Tools: Unity, Figma, FigJam
Team Size: 7
Gameplay Design
Develop core game concepts and mechanics; mock up game flow to demonstrate gameplay.
Develop and organize design documentation board, coordinating with programmers and providing asset creation guides for artists.
Project Management
Plan project schedules and arrange meetings.
Assign and update tasks based on progress.
Sound Design
Create a list to track sound assets intended for the game.
Source free-license sound effects and music, using Audacity to edit and mix audio files.
Requirements
Arcade: "Ctrl" the fun! The game must have an arcade loop playable in a short session.
Game tells a thousand words: No dialogue or cutscenes—tell the story through gameplay only.
Go Beyond! Further Beyond: Players improve through skill or intellect.
How the design fits the requirements ?
Rhythm gameplay creates that arcade feel—easy to learn, instant fun and rewarding.
The PvP context of competing for live views tells the story of rival streamers. Pressing correct arrows represents eating with precision to look good on camera and gain viewers.
Players improve physically by pressing a sequence of buttons faster and strategically by choosing beneficial side dishes more precisely at later sessions.
🔥 Amplifying the Core Gameplay
Beyond the core rhythm gameplay, I designed a chopstick fight mini-game for enhancing PvP experience, plus a side dish bonus system for competitive depth.
Each player selects a side dish at set intervals.
Selecting the same dish triggers a chopstick fight; the winner gets the dish.
Once your plate has 3 dishes, they're eaten for bonus points.
How?
The more variety (different kinds of side dishes), the higher the score.
This encourages players to select different side dishes to what they already have on plate.
Serve as a sub-objective that complements the main goal (viewer score), adding depths to make players engagingly focused on their side dish strategy throughout the game.
📉 Low Chopstick Fight Triggers
After initial testing, we found one problem and I came up with a solution:
problem
With 3 random choices from 7 total side dish types, the chance to select the same side dish was too low.
This made chopstick fights rarely triggered, reducing player interaction unlike intended.

Solution
At game start, randomly select 4 of the 7 side dish types and use only those 4 types in the random pool for the side dish selection phase.

Why? 🤔
The chance players select the same side dish will increase, as the selections are more likely to repeat side dishes players have already chosen.
We don’t need to cut the side dish assets that our artist has rendered, still using all 7 of them.
Changing dishes between sessions also adds a recognition challenge where players have to distinguish the new encountered types.
Final Results
From 6 side dish selection phases, chopstick fights increased from 0-1 per game to 1-3 per game.
The experience becomes more exciting from chopstick fight rush actions and more intense from the winning or losing against another player, adding pacing spikes to intensity level.

The interactive board used for in-team design documentation and communication.

Interactable by pressing on buttons and screen
Overview
Play as a detective in disguise, serving afternoon tea to uncover the spy hidden among first-class passengers, all in a race against time to prevent a national catastrophe with a nearly ticking bomb.
🏆 BIDC Rising Star Awards for Game 2024
🏆 Best Narrative – PlayPrime Awards 2024
Genre: Adventure, Simulation
Timeframe: 11 months
Role: Game Director, Game Designer
Tools: Custom Engine (OpenGL), Figma, Miro, FigJam, Docs, Sheets
Team Size: 7
Game Direction
Develop and articulate the game's overall theme and concept.
Oversee the game's development process from concept to completion.
Work with the producer to create and maintain game design document, character bible, and asset lists.
Analyze player feedback to make informed decisions about design improvements.
System Design
Develop core gameplay mechanics and game structure.
Design the meal preparation, interaction levels, and clue activation systems to deliver the game's core concept.
Collaborate with programmers to integrate content into game systems using a custom C++ engine.
Adjust parameters to maintain the aimed level of challenge and engagement.
Narrative Design
Create and develop the main storyline, including plot points, characters, and settings.
Collaborate with the design team to write detailed story arcs that align with the game's vision and design.
Develop and oversee dialogue branches, integrating the clue activation system with narrative branching.
Refine dialogue lines in collaboration with the design team.
Convert dialogue sheets into XML files and implement them into the game's engine.
UX/UI Design
Develop wireframes, mockups, and prototypes to visualize UI elements and interactions in every game scene.
Collaborate with UI artist to create UI assets, providing detailed briefs and references.
Work with programmers to implement UI assets into the game, adjusting them to ensure effective user experience.
Sound Design
Create a list to track sound assets intended for the game.
Source royalty-free sound effects and music to create immersive atmosphere that matches the game's theme, environment, and gameplay actions.
Use Audacity to edit and mix audio files.
Balance audio levels to make sound mix polish and cohesive.
The interactive board used for in-team design communication.
▸ Design narrative branches ▸ Develop initial dialogue lines ▸ Create flowcharts ▸ Provide asset creation guide for artists

Medium Fidelity / Game Flow Demonstration
High Fidelity
Collaborated with another game designer.
I developed the overall structure, gameplay, and mechanics sections.
Overview
Experience your high school romance in Thailand through iconic activities and culture. Win the hearts of 6 club members, regardless of gender, and engage in real-time interactions with daily chats and video calls!
Heart Catching: Classroom 120 was developed from UX/UI prototype to game concept project, finalisted as one of the ten Amateur teams for DEPA Game Accelerator Program 2023.
Genre: Dating Simulation
Development Time: 7 months
Role: Game Designer, UX/UI Designer, Business Analyst
Tool: Figma
Team Size: 3
Concept Design
Collaborate with the design team to develop and refine the game's high concept as following:
Design core features and mechanics for the dating simulator experience.
Create and balance game systems, including those with microtransactions.
Develop branching narratives that align with the overall narrative structure and key story beats.
UX/UI Design
Conduct user research to define target audiences and create user personas.
Collaborate with the lead UX/UI designer to develop wireframes and prototypes, from low-fidelity to high-fidelity.
Perform usability testing to enhance user experience, identify pain points, and iterate on designs.
Business Analysis
Design in-game monetization systems: microtransactions, premium content, and rewarded advertisement.
Conduct market research on Thai and international markets in dating simulation games, analyzing competitor games, audience preferences, and industry trends to determine the game's selling points.
Develop business and revenue models, aligning them with the target audience's behavior.
Design in-game events to drive player retention and acquisition, as well as initial marketing strategy.
Overview
Trapped in a museum of time, you must find your way out using the magical pocket watch that can shift between two different time periods.
Genre: Puzzle, Escape Room
Timeframe: 4 months
Role: Game Designer
Engine: Unity
Team Size: 8
Gameplay Design
Conceptualize the game with team.
Develop mock-ups to demonstrate game mechanics and interfaces to technical developers and artists.
Collaborate with the design team to create game dialogues that integrate with the puzzle game flow.
Puzzle Design
Design puzzles, game flow, and the level environment for level two.
Assist in refining level one's puzzles and layout with the design team.
Sound Design
Source free-license sound effects and music with the design team to create immersive atmosphere for object interaction and audio feedback.
Edit and mix audio files for functionality and polish using Audacity.

Overview
Play as a chocolate ball that has lost its way in the factory. Jump and roll your way through the actively running factory to reunite with your fellow chocolate ball friends!
The game was created with a focus on physical challenge, using mouse scroll as the primary control mechanic.
Genre: Platformer
Timeframe: 5 weeks
Role: Solo Project
Engine: Unity
A document summarizing development progress, including the game design document and iteration process from playtesting results.
Overview
A puzzle game prototype with a focus on indirect player control. Help a ghost couple who cannot see each other find their way to meet. Influence the surrounding environment through sun and rain to guide them together.
The game was created for a scripting class in 2024, featuring a complete app flow, save system, one tutorial level, and two game levels.
Genre: Puzzle
Timeframe: 1 week
Role: Solo Project
Engine: Unity
Overview
A 3D top-down arcade prototype. Roll through piles of leaves to uncover berries beneath and collect them, all while avoiding or destroying traps that stand in your way!
Rustle N Roll was created for class DDG310 Game Design 2 in 2024. The assigned challenge was to design at least three gameplay actions that share a single input.
Genre: Arcade
Development Time: 4 weeks
Role: Solo Project
Engine: Unreal Engine 5

Overview
A small puzzle game about reconnecting all the loose wires to restore the radio. However, the frequency changer is malfunctioning, adding another challenge: you must also adjust the wire lengths to tune into the correct frequency.
Genre: Puzzle
Development Time: 5 weeks
Role: Solo Developer
Engine: Unity 2D
A document summarizing development progress, including the game design document and iteration process from playtesting results.
Overview
A local co-op game where both players must work together to clean the demon’s Hell House. Don't worry about the unfortunate events that will happen – you're completely (not) safe and sound.
Hell House was created under the theme "Make Me Laugh" for Global Game Jam 2024 and received the popular vote first prize at KMUTT jam site.
Genre: Puzzle, Arcade
Development Time: 48 hours
Role: Game Designer
Engine: Unity 2D
Team Size: 10
Gameplay Design
Develop the game concept and ensure game direction is aligned with the expected experience.
Create and organize game documentation board for design communication.
Incorporate feedback from playtesting and make improvements to the game.
The day before the game jam, I researched and gained valuable insights on effective comedy in games.
I learned that humor is most impactful when it comes directly from the players' actions, rather than experiencing it passively.
Moments of unexpected outcomes resulting from player actions, or the concept of “The play that goes wrong,” significantly contribute to comedy.
This concept inspired me a chaotic puzzle game centered around a house where everything can go wrong as players explore and interact with it. My designer friend and I agreed on this idea, assembled a team, and developed the concept further together.
My goal during the refinement phase was to incorporate everyone's ideas, ensuring they felt involved, while using game design principles to implement them in a way that enhances and supports the core pillars of the concept "Make Me Laugh."
Summary of Concept Refinement
We decided to make the game 2-player cooperative as part of our Plan B, contingent on having enough programmers.
Player interaction would amplify the chaotic and unpredictable moments even more, serving as a key element that drives comedy in games.
A few teammates suggested the theme of a "hell house," which fit perfectly with the idea of an unpredictably dangerous environment, so we all agreed on it.
Once the concept was finalized, the design team and I summarized everything on the game design documentation board and refined the ideas to shape the overall gameplay loop structure.
7 Deadly Deaths from 7 Deadly Sins
One teammate also mentioned that the concept of hell house is connected to 7 deadly sins.
During level design, I came up with the idea of integrating the sins into the game mechanics. Each puzzle loop and its death was designed around a sin, resulting in "seven deaths from seven sins," making this theme an integral part of gameplay rather than just a narrative backdrop.
To align with the goal of creating a quick, replayable arcade game within our time constraints, we chose a dollhouse perspective for the hell house.
After assigning initial tasks, we began designing levels and puzzles quickly so that artists and programmers could start their work.
Throughout the process, we iterated designs based on team feedback, resulting in this final level layout with UI mockups.
Key considerations during level design
I positioned puzzle loops around the house to ensure players would encounter all puzzles and deaths.
Objects needed for sub-objectives (e.g., toys for tidying up the house) were placed thoughtfully, with paths mapped to control difficulty and guide players to specific deaths at the right time.
Puzzles were arranged with increasing difficulty starting near the player’s initial position, allowing them to learn through easier challenges and build confidence before tackling harder ones.
After level design was completed, we collaborated with artists to create game assets and programmers to implement mechanics.
We distributed tasks based on team members’ expertise and preferences, ensuring the game will be completed on time.
We maintained regular check-ins to ensure everyone was aligned, assisted artists with death scene interfaces and end credits, and playtested the game to identify any bugs or areas for improvement.
Communication is Key
I initially lacked confidence in speaking verbally with people I had never worked with before, so I relied on Discord chat for important notes and announcements.
However, I soon discovered that, since we were all in the same place, direct verbal communication was faster, more effective, and fostered a better working environment.
Since then, I’ve reminded myself not to let my fear of communication hold me back from creating amazing games with my team. Now, I feel much more comfortable communicating verbally!
Polished Product Enhances It all
While the primary goal of a game jam is to have fun and learn together, I noticed from the presentations of other groups that polished UX, visuals, and audio can significantly elevate a game’s impact and help it stand out.
This experience reminded me that effective time management can create more room for gathering feedback and polishing our work to reach its full potential.
Playtesting Matters
Beyond internal testing within the team, I realized the importance of broader playtesting with external players for diverse feedback.
For example, in our game, the visual clue for solving the trash puzzle (throwing it out the second-floor window) wasn’t clear enough, leading to initial confusion for many players. More external playtesting could have helped us catch and address such issues earlier.