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Rosie Gao


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    Gameplay & Mission Designer
    Narrative Systems & Worldbuilding
    Design-leaning Producer & Coordinator





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Education University of Southern California 
M.F.A in Game and Interactive Media
2022 - 2025 

New York University
B.S. in Interactive Media Arts,
Minor in Creative Writing
2017 – 2021 



Project Experience Mission Designer
Banana Republic
Present

Lead Narrative Designer
Desol
Present

Creative Director 
Alibi
2024 - 2025

Associate Director, UIUX Designer
How to Pet Your Cat
2024

Associate Director, Level Designer
InSync
2024 - 2025

Design Lead, Quest Designer
Abort: The Exile
2023 - 2024

Narrative Designer, Writer
Installation Wizard
2023 - 2024

Narrative Designer, Writer
Grandma Green
2022 - 2023

Narrative Designer, Writer
Machine Heart
2022 - 2023



EmploymentCinematic Production Intern
SEASUN GAMES
2021 - 2022

UIUX Student Designer
Alipay (Shanghai)
2021

User Research Intern
Microsoft (Chengdu)
2020

Manager Assistant Intern
Microsoft Professional Program
2018

Academic RolesStudent Assistant
Game Development Principle, Tabletop RPG, Game System Design
USC Games
2023-2025


Information Assistant
NYU Academic Resource Center
2018



Awards




IGF alt.ctrl.GDC Finalist 
2025

MUSE Creative Awards Silver Winner 2024
Exhibition The Mix @SFMOMA 2026,
GDC 2025,
Day of the Devs 2025,
IGN Live 2025,
CatCon 2025,
USC Games Expo (2023, 2025)






Last Updated 25.11.05








Rosie’s Note on


The project’s central design goal was to create something unique but still Silent Hill. Al described the overall approach as brave and practical.

For NeoBards, this was also their first major challenge in building a linear, narrative driven 3D horror game. The team identified production risks very early. One key realization was that ranged combat would be too expensive to build and support:
  • Enemies would need clearly defined weak points
  • Ammunition would introduce an additional layer of resource economy and combat balancing
  • From a narrative perspective, firearms did not fit either the story or Hinako’s character background

That led to the decision to focus on melee combat.

Core melee combat design philosophy for horror games in Silent Hill f

1. The key emotional target in horror is not “fear,” but tension


Horror design, in that sense, is an art of building up and releasing tension.

Al argued that modern horror combat is harder to design than action combat. Players today are used to a high degree of control, fluidity, and visual clarity. Many older sources of tension, such as restricted control or fixed camera angles, are less acceptable to contemporary players.

That means horror combat often has to be made awkward in key areas by design. It needs to feel intentionally less smooth or less fully controllable in order to preserve vulnerability and tension.

Traditionally, horror games also tend to assume a combat structure built around ranged options first, with melee as a last resort. In Silent Hill f, that relationship is pushed in a different direction: the game often places the player in the role of a melee protagonist facing threats that exert pressure from range, which helps create a faster and more dangerous combat rhythm.

2. Tension and frustration are different, and the line is subjective


Another key design challenge is distinguishing tension from frustration. That boundary varies from player to player, which makes extensive playtesting essential.

Al also emphasized the need to distinguish between the character’s experience and the player’s experience.

Player familiarity with a combat system strongly affects tension. The faster players can “solve” or routinize the system, the more tension begins to collapse. Horror design therefore benefits from slowing down that process of mastery.

One approach in Silent Hill f was to keep shifting the player’s learning frame, including movement between RPG-like progression and combat challenge, so that the game resists being fully routinized. Even later in the game, or on repeat playthroughs, the goal is to leave room for continued learning and challenge.

3. Tension managed through information control


Examples included:
  • Visibility management through level design and shaders
    By controlling how many enemies the player can clearly see on screen at once, the game increases uncertainty.
  • Ambiguity in attack landing prediction
    Hinako’s attack animations include motions such as raising both hands high before striking, which makes the final point of impact harder to read. This uncertainty, combined with enemies that move in strange rhythms and irregular paths, makes it harder for the player to judge whether an attack will connect.
  • The loop of attack commitment and confirmation
    There is a tension cycle between the moment an attack begins and the moment the player learns whether it actually landed. The wait during commitment builds tension, and confirmation releases it.
  • Parry mechanics that only become available during enemy windup
    This introduces uncertainty around whether the player’s attack or the enemy’s attack will resolve first.

Other combat design points discussed

  • Sakiko boss
    This boss uses teleporting ranged attacks, creating a combat loop in which distance becomes increasingly dangerous for the melee player.
  • Rinko boss
    This fight introduces phases with multiple summoned enemies, lava floor effects, and dense visual effects. The encounter overloads the player with movement constraints and competing points of attention, making them feel less in control both visually and mechanically.
  • Charged attacks
    Heavy attacks deliver stronger impact when they land, creating a clear high risk, high reward dynamic.

4. Tension shaped through resource management


Al framed resource scarcity as a dynamic relationship between full and empty. Tension emerges from the fluctuation created by combat.
  • When resources are plentiful, players may feel tension around waste, overcapacity, or the sense that a major encounter is coming
  • When resources are scarce, tension comes from desperation and the fear of running out
  • Combat itself becomes the mechanism that pushes the player back and forth between those states

A few particularly interesting choices:
  • Enemies do not drop loot
    This means combat is not automatically rewarded. Players are encouraged to choose their fights selectively, and the design discourages fighting everything as the dominant strategy.
  • Red Capsules are intentionally easy to acquire
    This helps keep player behavior aligned with character behavior and narrative plausibility.

Al also framed resources in two categories:
  • Active resource management: inventory items
  • Passive resource management: stamina, health, durability

5. Time and tension


Another strong point from the session was the relationship between time and tension.

Tempo = key pacing regulator

And specifically:

Stamina
  • Regulates pacing through action rate
  • Drives all combat actions (active)
  • Gated by time and amount

A particularly elegant example is that charged attacks and dodge actions share the same stamina bar, forcing players into sharper tactical tradeoffs. In that sense, light attacks and heavy attacks can be understood almost like close range equivalents of automatic fire versus precision fire, with different levels of commitment, timing, and accuracy demand.

Al used a metaphor I liked very much:
  • Different weapons are like different instruments
  • Different fights are like different songs
  • Different encounters or combat sections are like movements in a larger composition

And at the encounter level, each fight is essentially treated as a puzzle.

Other notes


Al intentionally manages the team so that no single level designer handles more than about 1 to 1.5 hours of level content. That helps preserve flavor diversity across the game.

Early concept framing: Hinako as “essentially two characters”


One of the earliest key visuals already framed Hinako and Shimizu Hinako as two distinct character presences, with the background built around the imagery of shiromuku. From there, the team expanded outward into two key locations: Ebisugaoka / Dark Shrine and their associated design.

Environmental storytelling and narrative design notes


A few additional points I found especially interesting:
  • Red Capsules appear in places marked by environmental abnormality
    Their placement often corresponds to moments where the environment signals something “wrong” or unreal, such as a blocked path that functions more like authored logic than realistic world simulation.
  • Monster and boss selection began from concept + gameplay pairing
    Each enemy or boss represented both a specific thematic concept and a particular gameplay role. Smaller enemies and larger enemies were designed in relation to one another. Al described this as a kind of onion-like process, starting from the core and layering outward according to intended experience, pacing, and design intent.
  • The team deliberately kept only bosses and characters strongly tied to Hinako’s point of view
    This was done to reinforce the game’s subjectivity and keep the experience anchored in her perspective.
  • About 60% of Ryukishi07’s script made it into the final game
    The remaining 40% was discussed and revised. Some changes came from scope and production realities. Others came from a desire to leave more interpretive space and puzzle-solving room for players.
  • The team accepted multiple internal interpretations during development
    Different designers had their own readings of the material. After the director made decisions, the goal was still to communicate the work in a way that preserved space for players to arrive at different but directionally aligned interpretations.

Additional remarks from Al Yang

  • Al’s personal favorite is the first ending, though every ending was considered equally important. Their favorite boss was the birth-anxiety themed boss.
  • Two bosses were cut during development
    One was based on the idea of “heard but never seen.”
  • The use of scarecrows, mannequins, and dolls was intended to emphasize the themes of the almost-human yet inhuman, and the alienation and objectification of people under patriarchy
  • The distinction between doll monsters and mannequin-like enemies is that the former are tied more directly to Hinako’s childhood memories.
  • Higanbana symbolizes “the death of Hinako’s self”.


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