Seow Zong Hui, "Sonic"
070 4062 1772
Cover Letter
I'm excited about the opportunity to help build the world of KEMURI as a Game Designer at UNSEEN.
I have over 10 years of experience in game development, starting with Street Fighter X Mega Man, a fan project that gained official support from Capcom. I later worked on AAA titles at Ubisoft Singapore, and designed a mobile game as a freelance developer.
Since joining Arc System Works, I've focused on battle and system design for titles like Guilty Gear -Strive-. Over the past two years, I've taken on a lead role; mentoring staff, teaching implementation basics, and managing internal planning tools such as Jira and spreadsheets. I work closely with programmers and artists to balance creative ambition with technical feasibility and time constraints. I also contribute to executive decisions that aim for the highest visual quality while staying realistic within deadlines and available resources.
I’m drawn to UNSEEN’s blend of creative ambition and strong team collaboration, and I'd be thrilled to bring my experience and passion to support the vision behind KEMURI.
Qualities
Take initiative and collaborate with team members to lead the project through to completion
Ability to understand project directions and plans and derive the means to implement them
Approach tasks with a user-centric mindset and consider the broader impact of one’s work
Proactively embrace challenges and adapt to new experiences with a positive, solution-oriented attitude
I’ve been consistently involved in projects from start to finish; working within limited resources while delivering beyond expectations. I take initiative to drive production forward, ensuring the alignment of planning and execution with the project’s goals.
I believe great user experience should be rooted in testing, data, and established UX principles, rather than assumption. I take a methodical approach to validating ideas through iteration and feedback, ensuring the experience genuinely connects with players. I tackle challenges with a practical mindset and adaptability, always striving to elevate quality within realistic constraints.
Responsibilities
Game design (design and implementation)
Game system, player, enemy, NPC, level, camera, network, UI/UX, cutscene, parameter, text, task management, consultation and progress with other parts, etc.
In my current role, I handle both the planning and hands-on implementation of game features. I’ve worked on camera behavior, enemy AI, and gameplay systems using in-house tools built on top of Unreal Engine.