John Hsia
Game Designer
ABOUT
15+ years of professional game design experience with a focus on levels, and most recently lead/management roles.
For detailed breakdown of work experience please view my portfolio.
EXPERIENCE
Principal Planner - End Boss Games LLC (Self-employed)
Oct 2010 – Present
- Grid Grind (PC)(2026) — Successfully prompt designed a retro arcade game for launch on Steam using Cursor AI and Claude Code.
- Currently prototyping games in Godot and Roblox Studio.
Sr. Game Designer - Sanzaru Games
Nov 2015 – Jan 2026
- Unannounced VR project (Quest3) — Co-Lead Level Designer
- Asgard's Wrath 2 (Quest2/3) (2023) — Lead Level Designer
- Asgard's Wrath (PC)(2019) — Level Designer
- Marvel Powers United VR (PC)(2018) — Level Designer
- Tron Run/r (PC, PS4, XB1)(2016) — Responsible for majority of DISC mode level layout
- Sonic Boom: Fire and Ice (3DS)(2015) — Level Designer
Contract Game Designer - Sanzaru Games
Jul 2013 – Nov 2015
- Sonic Boom: Shattered Crystal (3DS) — level planning.
Nov 2011 – Nov 2012
- Sly Cooper: Thieves in Time (PS3)— level layout, mission scripting, combat setup.
- Bentley's Hackpack (PSN) — level layout and enemy setup.
Game Designer - Planet Moon Studios
Nov 2008 – Oct 2010
- Tangled (Wii/PC) — level layout, combat setup, LUA mission scripting, cameras, minigame prototyping.
- Drawn to Life: The Next Chapter (Wii) — level design for ~one third of levels; gameplay setup.
Designer - Crystal Dynamics
Aug 2007 – Nov 2008
- Tomb Raider: Underworld (PS3) — fluid movement, grapple, vehicles; combat tuning & scripting.
Jr. Level Designer - Secret Level
Nov 2006 – Apr 2007
- Gameplay documentation & implementation via proprietary tools.
QA / object support - Crystal Dynamics
Oct 2004 – Nov 2006
- QA tools & platform lead (PC); editor, Maya exporter, bug workflow.
- Object support: 3ds Max models, UV/textures for Tomb Raider: Anniversary.