Product Manager with a design background從設計走向產品管理的產品經理

Digital products, game experiences, and physical delivery.橫跨數位產品、遊戲體驗與現場落地。

I work across UX research, interaction design, product systems, physical products, AI prototyping, and cross-functional delivery.我擅長把需求從研究與概念整理成可驗證的流程,再一路推進到設計、供應商製作、現場測試與正式上線。

Experience經歷

Current role and relevant background工作經歷與職涯脈絡

Product ManagerProduct Manager/產品經理

Online Gaming Company · Philippines線上遊戲公司|菲律賓
  • Lead live gaming products and engagement features from concept through production deployment.主導直播遊戲與互動活動,負責從需求釐清、流程設計到測試與上線的完整推進。
  • Coordinate Product, Engineering, IT, Studio, Compliance, Procurement, Legal, and vendors.整合產品、工程、IT、Studio、法遵、採購、法務與外部供應商,確保各工作流能按計畫完成。
  • Define requirements, interaction flows, testing plans, physical specifications, and launch readiness.負責產品需求、互動流程、測試方法、實體設備規格與上線條件的確認。

Product Designer / UI DesignerProduct Designer/UI Designer

Gaming & digital products遊戲與數位產品設計
  • Designed interfaces, game flows, campaign experiences, themes, and visual systems.參與遊戲介面、互動流程、活動體驗、視覺主題與系統化元件設計。
  • Conducted competitive analysis and interaction audits to support design decisions.透過競品分析、互動評估與流程拆解,為設計與產品決策提供依據。
Capabilities專業能力

Six areas most relevant to my work六項最能代表我的能力

01

UX Research

Competitive analysis, heuristics, interaction and motion review.競品研究、啟發式評估,以及互動與動效體驗分析。

02

Product Experience

Information hierarchy, user journeys, engagement and reward flows.資訊架構、使用者旅程,以及參與與獎勵機制設計。

03

Game Design

Game loops, states, risk-reward, settlement, and theme direction.遊戲循環、狀態邏輯、風險獎勵、結算流程與主題方向。

04

Physical Product

Specifications, vendors, prototypes, materials, and validation tests.實體規格、供應商協作、原型製作、材質選擇與驗證測試。

05

AI Prototyping

Working prototypes for state, flow, and edge-case validation.運用 AI 輔助製作可操作原型,驗證流程、狀態與邊界情境。

06

Delivery

Cross-functional execution from requirements to installation and launch.從需求、製作、安裝、測試到上線的跨部門執行。

Competitive analysis overview
Competitive analysis overview競品分析總覽
Motion and interaction review
Motion and interaction review動效與互動檢視

What mattered我的工作

  • Compared information hierarchy, operation areas, and gameplay feedback.拆解不同產品的資訊層級、操作區配置與遊戲回饋方式。
  • Identified overload, abrupt motion, unclear status, and waiting anxiety.找出資訊過載、動效突兀、狀態不清與等待焦慮等問題。
  • Converted findings into recommendations for states, transitions, and feedback.把研究結果整理成可執行的狀態、轉場與回饋改善方向。
Double Challenge game flow and theme
Double Challenge game flow and themeDouble Challenge 遊戲流程與主題
Bonus game interaction specification
Bonus game interaction specificationBonus Game 互動規格

What mattered我的工作

  • Defined entry, betting, risk decisions, result, settlement, and payout states.定義玩家從進入遊戲、下注、做出風險選擇,到結果、結算與派彩的完整流程。
  • Specified prompts, animation timing, controls, and player feedback.整理各階段的操作規則、提示文案、動畫時序與玩家回饋。
  • Used theme design to support the emotional tone of the game.透過主題與世界觀設計,強化遊戲節奏與情緒體驗。
Machine and footprint comparison
Machine and footprint comparison機台與占地比較
Vendor production specification
Vendor production specification供應商生產規格
Green-screen and broadcast adjustment
Green-screen and broadcast adjustment綠幕與直播畫面調整

What mattered我的工作

  • Reviewed dimensions, materials, artwork, revisions, and production feasibility.與供應商反覆確認尺寸、材質、圖面與製造方式,確保方案能實際生產。
  • Coordinated vendors, art, camera directors, studio, and installation teams.對接供應商、美術組、鏡頭導演、Studio 與安裝團隊,整合設計與現場條件。
  • Planned randomness, movement, friction, visibility, and operational tests.規劃隨機性、運動軌跡、摩擦、鏡頭可視性與現場操作測試。
Perya World visual strategy
Perya World visual strategyPerya World 視覺策略
Visual DNA principles
Visual DNA principles視覺 DNA 原則
World structure and expansion system
World structure and expansion system世界結構與擴充系統

What mattered我的工作

  • Defined the world philosophy, player roles, visual DNA, and regional logic.建立世界核心哲學、玩家角色、視覺 DNA、區域差異與情緒層級。
  • Created a system that supports multiple games without losing consistency.把不同遊戲納入同一套世界規則,同時保留各自的玩法與情緒差異。
  • Used AI for exploration while retaining human direction and final judgment.AI 用於加速概念與視覺探索,世界觀架構、設計原則與最終方向由我主導。

Color War / Lucky War

Simulates team selection, activation, contribution, ranking, settlement, rewards, and Lucky Color eligibility.原型涵蓋選隊、激活、貢獻、排名、結算、獎勵與 Lucky Color 資格等完整流程。

Open prototype查看互動原型

What mattered我的工作

  • Turned abstract requirements into testable behavior.把抽象規則轉化為可點擊、可驗證的實際操作。
  • Validated unjoined, selected, activated, settling, claimable, and no-reward states.驗證未參與、已選隊、已激活、結算中、可領獎與未中獎等不同狀態。
  • Improved alignment between Product, Design, Engineering, and Operations.讓產品、設計、工程與營運能在開發前共同檢視流程與問題。
Contact聯絡我

Open to product, design, gaming, and international opportunities.目前開放產品管理、產品設計、遊戲體驗與國際團隊相關機會。

Add email, LinkedIn, and portfolio domain before publishing.Email、LinkedIn 與作品集網址可放在此處。