Hi, I AM

SETRYNN ZHOU

A Game Developer

I turn concepts into responsive, system-driven
experiences—built with Unity, Unreal, and curiosity.

ABOUT ME
ABOUT ME

Jinghao Zhou

Game Designer

I’m a senior Computer Science student with a huge passion for games! For the last three years, I’ve been designing everything from quirky game mechanics to wild level ideas, all while building immersive worlds and creating narratives that leave players thinking long after the screen goes dark. I specialize in making games that are not just fun but spark creativity and curiosity in players. Whether it’s a puzzle to solve, a world to explore, or a story to unfold, I love crafting experiences that make players feel like they’re part of something bigger.
MADISON, WISCONSIN
Signal: Broken Frequencies
The Forsaken
UE5 Combat Framework
The Catalog-gull
LoooooopbeaT
Pause & Piece
COMPUTER SCIENCE B.S.
Learn More

SKILLS

I learn fast and build deeply, moving from core CS fundamentals to full-stack game development in Unity and Unreal Engine.

I’m driven by a curiosity to dissect complex systems, rebuild them from the ground up, and transform technical insight into robust, expressive gameplay solutions.

SEE ALL WORKS

Signal: Broken Frequencies

Decision-Driven Experimental Narrative Game Demo

An experimental narrative prototype built around a “radio tuning × modular text system.”

Players monitor and splice multiple broadcast channels to generate contradictions, extract keywords, and issue directives that shape the protagonist’s survival. The project explores narrative as an actionable mechanic, using modular syntax blocks, state-driven conditions, and broadcast templates to create a scalable systemic narrative structure.

As my most complex storytelling prototype, it taught me how to systematize writing into gameplay logic and solidified my research interest in systemic and computational narrative design.
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The Forsaken

First-person Narrative Exploration Game Prototype

The Forsaken is a first-person narrative exploration prototype built in UE5.

The game uses a looping structure where the player revisits the same abandoned village through multiple identities and time layers. NPC path systems, environmental shifts, and limited interaction (walking, approaching, leaving) gradually reveal the village’s hidden tragedy. The project explores how atmosphere, repetition, and perspective shifts can express emotion without branching choices or dramatic exposition.

It is an experiment in systemic narrative—using space and pacing, rather than dialogue, to carry meaning.
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Pause & Piece

2D Structural Puzzle Game

Pause & Piece is a 2D puzzle game built around structural logic and minimalist rules, where players drag modular tiles to reconstruct path connectivity. Despite its simple foundation, the system generates exponential variation through switches, splitters, and rotating grid clusters. Players must anticipate how each module reshapes the puzzle’s topology, creating moments where intuition and reasoning snap together in a natural “Eureka.” The design process focused on readability, feedback rhythm, and the expressive depth of connectivity itself. In the end, Pause & Piece delivers an elegant puzzle experience defined not by complexity of rules, but by the richness emerging from their combinations.
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UE5 Combat Framework

Third-Person Action Combat ,Blueprint-Based Technical Prototype

The UE5 Combat Framework is a personal prototype project focused on exploring modern action combat systems through a modular, AI-driven Blueprint architecture.
 The goal is to build a fully functional combat loop that feels both responsive and systemic — where every animation, input, and AI reaction is interconnected through real-time logic rather than pre-scripted states.

By combining Blueprint-driven logic with data-oriented structure, the system demonstrates how AI priority control can replace traditional GAS-style animation state machines, resulting in a more flexible, learnable, and expandable combat foundation.
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LoooooopbeaT

2D Structural Puzzle Game

LoooooopbeaT explores the intersection between puzzle logic and rhythmic coordination.


Players assign looping patrol routes to multiple unit types—Soldier, Bunny, and Snake—and must synchronize their movement cycles to avoid collisions while maintaining rhythmic harmony.


The challenge lies in designing perfect systemic loops, turning logic into rhythm and coordination into strategy.
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CONTACT

I’m always looking to meet people who enjoy building, questioning, and breaking things in the name of better ideas.

If you’re working on experimental mechanics, curious narrative structures, or ambitious technical systems — let’s talk.


I’m open to collaboration, critique exchanges, and any conversation that pushes craft and imagination forward.