Mobile RPG by Perfect World Games that is based on Persona 5.

Narrative & Quest Design
- Professional work, visit Official Website
- Tool: Customized Unity Engine
- Platform: Mobile, PC
- Team Size: ~200
Caption: Guitar Girl Ayaka performing at the subway plaza
Responsibility (Beta Production Contributions)
- Relationship quest design
- Character development and dialogue writing
- Quest flow and scene pacing iteration
- Cinematic implementation (Unity Timeline)
- Flavor text and world-content implementation
- Cross-disciplinary collaboration with audio, art, system, level, and combat teams
Video Walkthrough (w/ commentary)
Relationship Quest & Character Design
Designed and implemented relationship-driven side content, including character backstories, dialogue scripts, quest progression, and cinematic presentation. Collaborated with the audio team to support emotional pacing and character identity.
Guitar Girl — Confidence Through Performance
Narrative Concept
A shy street musician attempting to challenge herself through public performance. Across the questline, the protagonist supports her journey from nervous beginner to a performer who gradually develops confidence and discovers her own musical identity.


Responsibilities
- Wrote full beta quest dialogue and progression
- Designed relationship quest flow and story pacing
- Wrote lyric drafts aligned with themes of youth and aspiration
- Collaborated with audio team on musical direction and early humming demo implementation
- Designed cinematic scenes and camera language (Unity Timeline)
Cinematic Design Example
To communicate Ayaka’s nervousness during the first performance encounter, I designed the scene from the protagonist’s perspective. While watching over her guitar after she briefly leaves, the camera encourages players to notice the surrounding audience and experience the social pressure and vulnerability she feels.


Quest Flow (Beta Version)
- First encounter at subway station
- Inspiration search across alleys, school, and park
- Collaborative songwriting journey
- Final successful performance
Donation Girl — Empathy Through Small Acts
Narrative Concept
A volunteer searching for compassionate strangers willing to support stray cats and dogs. Through helping care for animals in nearby alleys, the protagonist gradually develops trust and friendship with her.
Responsibilities
- Drafted quest narrative and dialogue
- Designed scene flow and camera presentation (Unity Timeline)
- Structured relationship quest progression and interaction pacing


Cinematic Design Example
To emphasize the bond between Hiyori and the stray cats, I first framed the scene with a medium-wide frontal shot to establish their shared space and the cats’ arrival. The camera then reverses onto the cats as they approach (the pic below), supported by the cats getting closer with custom movement animation to reinforce their trust and desire to stay close to her.

look for Stray cats with Her


Detective Enthusiast Child
Narrative Concept
A detective-enthusiast child invites the protagonist to investigate the wrongful dismissal of a jewelry shop employee accused of misconduct. Following clues together, they uncover the truth behind the incident and track down the shadow of the true culprit within the Metaverse. By confronting and defeating the responsible shadow, the player helps restore justice and clear the employee’s name.


Responsibilities
- Refined quest dialogue and narrative tone
- Designed cinematic presentation and camera flow (Unity Timeline)
- Structured and implemented quest progression and investigative flow
- Collaborated with combat and level design teams to determine encounter locations and enemy compositions, and implemented combat-related quest content
Cinematic Design Example
To preserve the feeling of player participation while portraying the protagonist and young detective as covert observers, I staged the confrontation between the shop owner and employee with the player characters positioned in the distant rear-side of the frame, listening rather than directly intervening.
While dialogue scenes typically favor side-angle coverage, I elevated the camera toward a subtle high-angle perspective to include all key characters within a single composition. This framing better communicates the tension of the investigation, preserves spatial clarity, and maintains the player’s sense of involvement within the scene.




Additional NPC Development
Contributed narrative concepts and story outlines for additional (unimplemented) main and side characters, including community NPCs such as the yakitori shop owner and supporting city residents.
World Flavor Content & Daily Activity Systems
Supported immersive world-building through narrative flavor content, environmental interaction, and daily activity implementation.
Cinema Activity

Responsibilities
- Adapted parody versions of recognizable films to fit game’s tone and progression systems
- Identified iconic lines and reframed them around personality-stat progression
- Wrote flavor intro text and Lufel’s commentary dialogue
- Created art briefs and poster requirements
- Collaborated with the art team to refine promotional assets
- Implemented posters, UI content, and movie-viewing activities
- Coordinated with the system team regarding rewards and progression logic



after watching movies
Library Activity

Responsibilities
- Similar to the cinema activity
- Wrote book introductions and supporting flavor text
- Designed reading scene presentation and camera framing (Unity Timeline)
- Implemented simple interactions with Lufel while studying and associated dialogue




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