YUCHEN
JIANGGAME DESIGN / FILM / PHOTOGRAPHY
YUCHEN JIANG / GAME DESIGN

Play begins
with a question.

Designing choices.
Through play, film and photography.

Explore the work ↘
GAME DESIGN / FILMS AND ART MINORSCROLL ↓
DESIGN APPROACH

The rules we create.
The choices we make.
The experiences we share.

A game designer with a minor in films and art. Yuchen Jiang’s work brings together playable systems, moving images and photography — exploring how choices, framing and timing shape an experience.

CHAPTER 01COOPERATIVE SYSTEMS / TABLETOP DESIGN
Connect.

Resonant
Team

Four players. Four limitations. One shared goal. What happens when no one has the whole picture?

4 players5 minutes3 tasks to win
TRY THE COMMUNICATION CHAININTERACTIVE EXPLAINER
01 / THE TASK READER

You know the task.
You cannot say it.

The Mute reads the task privately, then uses only gestures to pass it to the next player.

Select each role to follow the signal. Only the preceding player can pass you information.

ILLUSTRATED RULES

A task, step by step.

Simple components and arrows show what happens during play.

Resonant four-step illustrated gameplay example
Illustrative components based on the supplied rules. Select the image to view it larger.
View animated rule explanation +Watch information move from the task reader to the performer.

Watch information move from the task reader to the performer. Animation respects reduced-motion settings.

Unusual Games for Unusual People exhibition announcement, December 12, 2025
EXHIBITED / DECEMBER 12, 2025

Unusual Games
for Unusual People

Resonant Team was included in an exhibition from the Department of Philosophy and the Division of Games. The exhibition text credits Yuchen Jiang as the designer.

“Success feels earned not through mastery, but through trust, patience, and creative problem-solving.”
Hao Yan / exhibition response
THE DESIGN QUESTION

Can a limitation become
the reason people cooperate?

CHAPTER 02COMBAT SYSTEMS / PRINT & PLAY
Challenge.

Shadow
Fighter

A solo arena, seven opponents, and a balance between tactical choice and chance. Small rule changes reshape the entire fight.

1 player7 opponents5 dice
A RULE, MADE VISIBLEMECHANIC DEMO
ATTACK LOCATIONDEFENSE LOCATION
⚂
VS
⚂
MATCHING LOCATIONS

1 damage blocked.

The early defense idea reduced damage by one point. Its rare trigger offered too little payoff.

A simplified illustration of the documented defense iteration. This is not the full game.

ILLUSTRATED RULES

A round, made visible.

Simple components and arrows show what happens during play.

Shadow four-step illustrated gameplay example
Illustrative components based on the supplied rules. Select the image to view it larger.
View animated rule explanation +Compare the original defense idea with the revised payoff.

Compare the original defense idea with the revised payoff. Animation respects reduced-motion settings.

THE DESIGN QUESTION

When a defense is rare,
how much should it matter?

FILM, PHOTOGRAPHY & NARRATIVE

A designer’s eye.
A filmmaker’s sense of time.

A minor in films and art adds another lens to game design: what we show, what we withhold, and how an experience unfolds.

MOVING IMAGE / 00:33 / INDEPENDENT PRODUCTION
01 / MOVING IMAGE

Two frames.
One unfolding moment.

Two actions share the screen. Similar framing makes their differences visible; simultaneous movement lets the viewer compare rhythm, color and transformation.

This moving-image work was created entirely by Yuchen Jiang.

FRAMING

Directing attention within a scene.

SEQUENCING

Deciding what the viewer or player encounters next.

NARRATIVE PERSPECTIVE

Shaping what someone knows at a given moment.

02 / PHOTOGRAPHY

Light becomes
a trace of time.

In an abstraction exercise, an eight-second exposure records green, blue and purple light trails. Camera movement becomes part of the image-making process.

f/22ISO 4008 seconds
Yuchen Jiang's processed abstraction photograph with green blue and purple light trails
Abstraction / long-exposure photography
CHAPTER 03 / THE COLLECTION

Selected works.

Design systems at the center.
Visual craft around them.

ABOUT THE DESIGNER

Yuchen Jiang.

Game designer with a minor in films and art.
Exploring systems, narrative and visual perception.

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