Overview

Starsand Island is a cozy open-world life simulation game centered around exploration, farming, building, and social interaction. Players drive various vehicles to explore the island and build heartwarming relationships with local NPCs.

I joined the project as a Game Design Intern at Seasun Games, working directly under the level team leader to design and implement game systems that enriched the world’s immersion and liveliness.


My Contributions

🗓️ NPC Schedule System

I independently designed and implemented routine, weather-specific, and festival schedule logic for multiple NPCs, covering:

  • Daily routines based on character personality and role
  • Dynamic schedule changes triggered by weather conditions (rain, sunshine, storms)
  • Festival-specific behaviours that align with seasonal events

This system significantly increased the sense of a living world, making NPCs feel like real inhabitants rather than static props.

🎪 Beach Festival Event

I deeply participated in designing the “Beach Festival” — one of the game’s major seasonal events. My responsibilities included:

  • Planning atmospheric Points of Interest (POIs) across the festival grounds
  • Scripting the climax performance sequence — a multi-stage event that brings the festival to a memorable high point
  • Cross-discipline collaboration with art, engineering, and narrative teams to ensure the event delivered a complete and cohesive experience loop

The festival was successfully shipped and received positive player feedback for its atmosphere and pacing.


Tech Stack

Tool Purpose
Unity (C#) Game engine & scripting
Internal Event System NPC schedule & trigger logic
SVN Version control
Internal Design Tools Level layout & POI planning

Takeaways

Working on a commercial project at this scale was a huge step up from personal projects. I learned how to:

  • Operate within a large codebase with existing conventions and architecture
  • Communicate design intent clearly across disciplines under tight deadlines
  • Iterate rapidly based on feedback from leads and playtests
  • Document thoroughly — design specs, handoff notes, and bug reports all mattered