Tool & AI
Tool
Unreal Engine 4 / 5
- Blockout level production
- Blueprint-based event and object design
- Level Sequence
- Animation Montage editing
Photoshop
- Image editing
AI
AI Tools Used
Planning Support
Gemini, Claude
Image Reference
Nano Banana, Midjourney
Tool / Prototype
Antigravity
HTML-based tool & mini game production, UE5 integration
AI Usage Principles
I use AI not as a simple Q&A tool, but as a supporter that co-operates through the planning-development-evaluation cycle.
For most tasks, I follow this workflow:
Define Purpose
Summarize the project goal and desired outcome concisely, then expand step by step
Feasibility Validation
Confirm what can be built, and discuss with AI whether to start full production or a prototype first
Pipeline Setup
Assign roles (Planner / Operator / Evaluator) to AI and define role-based workflows. Establish project guidelines, folder structures, and naming conventions collaboratively, designing a reusable structure portable to other projects
Use Cases
HTML Level Prototype
Co-authored an 8-floor vertical dungeon level design document (floor-by-floor theme, gimmicks, flow, combat & puzzle design) with AI
Implemented a Three.js-based 3D blockout tool via AI, featuring data-driven floor auto-generation, multi-view, asset placement, and coordinate export
Built an environment to pre-validate spatial feel, sightlines, and vertical structure in the browser before engine integration
HTML Mini Game
Ideated a lockpick-style mini game inspired by Fallout and Elder Scrolls series with AI, then built it as an HTML prototype
Used to pre-test and validate the fun factor of mini game and puzzle elements before engine implementation
PaceMapper β Level Pacing Pre-Validation Tool
A pre-production tool enabling quick pacing balance review of monster spawn and item placement on a 2D map during the level planning phase
Built to reduce iteration costs in the engine and communication overhead with other teams β enabling simulation before engine work and communication based on visualized output
Automated object placement using Poisson Disk Sampling algorithm
Automatically calculates and suggests optimal placement intervals based on player movement speed and discovery frequency inputs
UE5 Vibe Coding
Set up a vibe coding environment by integrating Unreal Engine workspace with Google Antigravity
Used Antigravity to gain hands-on experience with C++-based level object creation, UMG setup, Animation Notify additions, and various prototype work
Level Design Quantitative Analysis
Conducted AI-assisted R&D to quantitatively analyze spatial density and exploration rhythm in open-world level design.
Designed the analysis framework and validation criteria personally, delegating large-scale data processing and script implementation to AI β a "planning-led, AI-executed" structure
Discovered design patterns and common principles across games from the analysis results, then derived insights through AI discussion based on personal planning intent and experience
Documented the methodology and results as a reusable framework asset ready for immediate use in future analyses