Intro
Age: 23
Name: Yuheng Wang (Harry)
Email: wangyuheng320@gmail.com
Education/Experience: Served in the Chinese Navy for 2 years
University of Southampton (WSA) BA Games Design & Art heading is awesome

Game Sensing
I’m very sensitive to the ‘atmosphere’ in games. Rather than telling the story directly, I prefer to let players feel the changes themselves through space, lighting, and details: the same room can evoke different emotions depending on the angle, distance, and sound. What I want to figure out is how the environment influences the player’s judgment, pacing, and sense of immersion.

I usually start by observing: when watching movies or playing games, I note the camera positions, light directions, visual focus, and how the space guides the eye; then I break these down into exercises that can be reproduced, such as creating key compositions, drawing floor plans, making lighting contrasts, and finally putting them back into my own scenes for testing.
Lately, I’ve been focusing on practicing
Using key frames to convey spatial emotions (composition, hierarchy, negative space)
Planning pacing through layouts and movement paths (entrances, nodes, loops, and blockages)
Hiding clues in the environment (information layering, observable details)
3D support and engine validation (Blender / UE5 / Maya, for quickly testing space and lighting)
Next, I want to organize these exercises more systematically: transform research references into clear visual rules and spatial principles, and through consistent weekly updates, demonstrate the reasons and results for each iteration.