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August 2, 2021
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Yongcheng Liu's Blog


Yongcheng is the director of NetEase Games Thunder Fire User Experience Center, with 14 years of experience in game industry.

He graduated from Peking University with a master's degree in computer science. He leads a team of more than 100 employees, including 17 GDC speakers, and is responsible for the UX research/design and big data support of many well-known titles: Ghost Mobile, Justice, Naraka: Bladepoint, UNO, PHASE10, Conqueror's Blade, etc.

At NetEase, he is also an expert in the field of data analysis and user research. In addition, he has rich experience in game planning and has multiple years of experience as a game design director, being responsible for the development and publishing of multiple titles.

In the Core Concept of GDC 2020, he gave a lecture on MMORPG's economic system.


Member Blogs

Posted by Yongcheng Liu on Fri, 30 Jul 2021 09:19:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
In this article, the main idea I want to share is what needs to be done before questionnaire design: how to clarify the questionnaire research problems, and what needs to be done from research problems to questionnaire design.

Posted by Yongcheng Liu on Mon, 19 Jul 2021 11:04:00 EDT in Design, Production, Console/PC, Smartphone/Tablet
In fact, in terms of the current situation of Chinese domestic games, bots in game have become an inevitable presence. Almost all Chinese mobile games involving PVP will put bots in game.

Posted by Yongcheng Liu on Fri, 18 Jun 2021 10:19:00 EDT in Design, Smartphone/Tablet
Battle royale game has been a popular gerne for many years, and it is still a hot category in the game industry today. Some companies are even rubbing the last wave of bonuses from battle royale category. Is there still chances?

Posted by Yongcheng Liu on Tue, 01 Jun 2021 12:02:00 EDT in Design
Generally, the data we get from the database are all true and reliable. However, after grouping, statistics calculation and presentation via graphs and tables, unreliable conclusions may be finally derived.

Posted by Yongcheng Liu on Fri, 28 May 2021 12:02:00 EDT in Design
The reward mechanism of the game is a very important part of game design. However, too few rewards will bring frustration to players, and too many rewards will destroy the balance of the game or the economic system

Posted by Yongcheng Liu on Wed, 26 May 2021 11:01:00 EDT in Design
When doing tutorial playtesting, we focused more on usability problems and detecting potential obstacles, but a game should not only stay on making players feel satisfying, it should make players feel stunned by its special features and unique design