About Me

Hi I’m Paul An :wave:,
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.

Download my Resume

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%.