GAME DESIGNER & PHOTOGRAPHER · 游戏设计师 / 摄影师

Solin Zhang

张樊钧 Game Designer

Designing game worlds & capturing raw moments — 设计世界,也捕捉瞬间。

Amsterdam · Shanghai — 阿姆斯特丹 · 上海

Solin Zhang 主视觉 hero.jpg

01 · SELECTED WORK

游戏作品

系统与玩法驱动的游戏设计,覆盖 PvE、合作、叙事与独立实验。

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占位 02

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占位 03

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占位 04

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占位 05

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占位 06

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02 · PHOTOGRAPHY

摄影作品

以镜头记录城市、旅途与光影 — frames from cities, travels and light.

照片即将更新。

03 · ABOUT

个人简介

Solin Zhang 张樊钧 个人照片 portrait.jpg

I build the stage. Players write the story.

我搭建舞台,故事由玩家自己写成。

I am a game designer with experience across console, PC and mobile games, spanning systems and level design, creative direction, production and team collaboration. I entered the industry in 2007, working on Top Spin 3 for Nintendo DS, Catch Louise and G-war Online, with roles in systems design, level design leadership and lead game design.

From 2010 to 2014, I worked on Monster Hunter Online at Tencent, developing level design standards, missions, dungeons and content production pipelines, and serving as Scrum Master for a cross-functional team. In 2014, I founded Solin Games, where I worked as CEO and producer on Dragon Flare, MEET and Duel Tavern. After returning to Tencent in 2017, I served as a project initiator and Creative Director at NExT Studios, followed by Lead Game Designer on Arena Breakout at MoreFun Studios.

From 2022 to 2023, I was Lead Game Designer on an anime-style open-world project at TiMi F1 Studio. Since 2023, I have served as Europe Lead at Tencent IEG’s Game Research Center, based in Amsterdam.

I also teach and share game design practice, including a talk on player-driven storytelling at TGDC 2021, Tencent game design courses and the video game workshop at Shanghai Jiao Tong University. Outside games, I photograph cities, people and everyday life.

我是一名游戏设计师,工作经历覆盖主机、PC 与移动游戏,从系统与关卡设计,到创意指导、项目制作和团队协作。2007 年进入行业,早期参与 Nintendo DS《Top Spin 3》、《Catch Louise》和《战争基因》,先后担任系统策划、关卡设计组长和主策划。
2010—2014 年,在腾讯参与《怪物猎人 Online》,负责关卡设计规范、任务与副本等内容生产及制作管线,并担任跨职能团队的 Scrum Master。2014 年创立 Solin Games(上海黑螺信息科技),作为 CEO/制作人参与《龙焰战争》《MEET(相遇)》和《龙焰酒馆》的研发。2017 年重返腾讯,先后在 NExT Studios 担任项目发起人/创意总监,在魔方工作室担任主策划和执行制作人参与《暗区突围》手游,《暗区突围》端游,在天美F1工作室担任主策划等。
2023 年至今,担任腾讯 IEG 游戏研究中心欧洲任职,常驻阿姆斯特丹。
我也长期参与游戏设计教学与分享,包括 2021 年 TGDC《创造玩家故事——玩家自叙事游戏设计》、腾讯游戏策划公开课,以及上海交通大学电子游戏工坊,清华国际研究生院游戏设计导师等。游戏之外,我用摄影观察世界,启发游戏设计。

2023—至今 · 腾讯 IEG 游戏研究中心欧洲 Tencent IEG Game Research Center

04 · WRITING

文章作品

文章即将更新。