About Me
Hi I’m Paul An
,
I’m a Senior Gameplay Designer at Drop Fake, working on an unannounced AAA mobile project in Unity. I own character kit design and implementation from paper specs through playable prototypes and tuning, partnering with engineering, animation, and VFX to deliver responsive, readable combat. I’ve also contributed heavily to FTUE design—structuring tutorial flows that teach mechanics clearly and support early retention—plus cross-discipline coordination to keep iteration moving. I’ve previously worked as a game designer at NetherRealm Studios on Mortal Kombat: Onslaught, and as a software engineer at Meta, Boeing, and other startups. In my free time I like to work on creating my own games, learn martial arts, and study other languages. Thank you for visiting my portfolio page.
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Senior Gameplay Designer - Drop Fake
2024 — present
Senior gameplay designer on an unannounced AAA mobile project in Unity. I own character kit design and implementation from paper specs through playable prototypes and tuning, partnering with engineering, animation, and VFX to deliver responsive, readable combat. I've also contributed heavily to FTUE design—structuring tutorial flows that teach mechanics clearly and support early retention—plus cross-discipline coordination to keep iteration moving.
Game Designer - NetherRealm Studios
2023 — 2024
Designed and implemented characters and character abilities using UE5 Blueprints. Maintained and updated design docs, wiki pages for items and characters. Worked with engineers, animators, artists, & producers to create a AAA Mortal Kombat mobile experience.
Game Designer & Programmer - Rev Dev Studios
2020 — 2024
Managed a team of 3 engineers to create 2 prototype games and a fully released game in Unity. Learned and implemented skills such as sound design, lighting, art direction, animation rigging, etc. Built a turn based action-RPG game and a multiplayer PvP game from the ground up. Designed and prototyped a turn-based mobile RPG game.
Software Engineer - Meta/Facebook
2021 — 2022
Worked as a (PHP) backend engineer interfacing with Oculus Quest 2 payments processing portal. Participated in oncall rotations to maintain, debug and address failures in any part of the shop fulfillment process.
Gameplay Programmer (UE4) - Turn Me Up Games
2021 — 2021
3 month contract working with Unreal Engine 4 for TMU's unannounced original IP game. TMU has released ports of popular games such as Borderlands, Tony Hawk's Pro Skater 1+2, Journey to the Savage Planet, and more. Worked on navigation & pathfinding systems for Player/NPC interactions as well as AI controllers in blueprints. Project Management via ClickUp and SVN for version control.
Software Engineer - TrueAccord
2019 — 2021
Core engineer on TrueAccord’s scalability & product operations teams. Refactored legacy Jenkins CI/CD indexing jobs to use elasticsearch to decrease build times by over 1000%. Developed and maintained software in Scala & Python to automate helpdesk services in Twilio and Zendesk.
Software Engineer - Boeing
2017 — 2018
Engineered the core functionality for TCP/IP & UDP connections in Python/C++, enabling the US Navy to send, process, and compress .wav audio data using Python/XML for detecting enemies in anti-submarine warfare. Built and refactored unit tests in Python and proprietary automated testing scripts, in one case increasing the efficiency of a production build by reducing its overall file size by 54%.