"The world's vast and strange, but no vaster and no stranger than our minds are."

Hi, I'm Leaf Wang—a transmedia storyteller and independent game developer. I write for games, television, and stage.

I've collaborated with Huo Jin, former Head of League of Legends IP at Tencent, developing an interactive movie game. I independently designed The Reaper's Game, an AI-native game that explores mortality through adaptive narrative systems. My work at events like Global Game Jam and Game Writing SIG Arcjam has earned shortlist recognition and a Best Narrative Design nomination.

I'm drawn to stories about dystopia, identity, and posthuman longing—which fuels my fascination with AI and emerging technologies. My sci-fi pilot Sex Robot earned me a place in the prestigious WFTV Kay Mellor Writers' Lab (2025). My dark comedy The Tenants was shortlisted for the WBD Access x Youku Script To Series CH program (top 10). My short film script After School was selected for the 2025 London Global Film Awards. Before moving to the UK, I spent two years as a script assistant at Yuan Shuai Studio, where I ghostwrote a novelization of a hit TV series and published A Guide to Becoming Emperor, a Chinese web novel with over 20,000 subscribers.

I blend storytelling with technology, drawing on my work across television, film, and theatre to bring fresh perspectives to game design. I weave personal emotion and social observation into the systems I create, continually exploring a game design aesthetic that's distinctly my own.

I recently graduated with Distinction from Goldsmiths and am currently interning at the Finborough Theatre—a renowned hub for new writing in London—studying lighting and playwriting while developing my next game, City A, with game dev friends.

Portfolio Showcase

Spotlight

WFTV Kay Mellor Lab
Official Selection 2025

Sex Robot | WFTV Kay Mellor Screenwriters' Lab

Selected for the prestigious screenwriting lab for a dystopian sci-fi pilot exploring maternal android consciousness and the ethics of post-human survival.

View Announcement →
Find the One
GGJ 2026 / 48-Hour Sprint

Find the One

A chaotic QTE dating simulator satirizing modern digital intimacy. Navigate meme-heavy encounters where "vibe" and muscle memory override logic in a frantic race against the clock.

View Project →
Teeth & Tongue
ArcJam 2025 Shortlisted / 12-Hour Challenge

Teeth & Tongue

A body-horror interactive narrative exploring themes of identity and consumption. Built in just 12 hours, this project serves as a playable PoC for the upcoming High Keep Child.

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City A
PC / Unity (In Development)

City A: Tales That Survive

A reporter RPG set in an anti-utopian metropolis. Collect and weaponize "narrative fragments" to shape public reality, manipulate factional power struggles, and discover the true cost of truth.

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Work

Game 1 Screenshot
Game Design

The Reaper's Game

Genre: AI Word Adventure                Target Platform: Wechat Mini Game/H5

A text-based narrative game built around a simulated Turing Test. Players must answer absurd survival scenarios under a countdown — but behind each judgment is an AI Reaper deciding whether you live or die.

I designed and developed the game solo, using Cocos Creator + Node.js, integrating a custom AI evaluation system (via DeepSeek API).

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Haunted Fox Screenshot
Game Design / Interactive Fiction

Haunted Fox

Genre: Interactive Detective Story   Platform: Web/GitHub Pages

An interactive detective story built with Ink scripting language. Players step into the shoes of Detective Michaels as she uncovers a decades-old conspiracy buried in police archives. Every choice shapes the investigation in this noir-style narrative experience.

Built entirely by me using Ink + custom HTML5 player with typewriter effects and responsive design.

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Game 3 Screenshot
Game Design

City A.

Genre: SLG+RPG       Target Platform: itch.io

Set in a decaying megacity controlled by surveillance states, City A. lets players act as a rogue journalist piecing together urban myths, censored events, and survivor testimonies. The game features modular narrative structure, interactive evidence boards, and a choice-based morality system.

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Find the One Screenshot
Game Jam / GGJ 2026

Find the One

Genre: QTE Dating Simulator      Platform: Web

A chaotic QTE dating simulator satirizing modern digital intimacy. Navigate meme-heavy encounters where "vibe" and muscle memory override logic in a frantic race against the clock.

Play on GGJ →
Teeth & Tongue Screenshot
Game Jam / ArcJam 2025

Teeth & Tongue

Genre: Body-Horror Interactive Fiction      Platform: Web

A body-horror interactive narrative exploring themes of identity and consumption. Built in just 12 hours, this project earned a Best Narrative Design nomination at ArcJam 2025.

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Short Film 1 Poster
Short Film

The Blubber

A stylized horror short set in a dreamy 1950s kitchen, The Blubber tells the story of a housewife who turns her husband's body into soap—one slice at a time.

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Short Film 2 Poster
Short Film

Runaway girls by the lake

This self-edited visual experiment reworks footage I shot in late 2022—moments from my personal life—into a short piece tinted with light sci-fi.

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Short Film 3 Poster
Short Film

Letter From Letters

Set in the aftermath of the 1888 Chinese Exclusion Act, Letter From Letters follows a young Chinese-American who returns to Guangzhou in search of a family and a homeland he barely remembers.

📍 Created in 3 days · Won an national Silver Award in China

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Script 1 Cover
Screenwriting

Sex Robot

A sci-fi TV pilot about a low-tier android sex worker who begins to awaken maternal memories she was never meant to have. Shortlisted for the 2025 WFTV Kay Mellor Screenwriters’ Lab.

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Script 2 Cover
Screenwriting

Adaptation: Citizen Sleeper S1

I translated Citizen Sleeper 1 's branching gameplay and fragmented world into a serialized narrative arc focused on memory, labor, and survival under capitalism.

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Script 3 Cover
Screenwriting

After School

A quiet 15mins short script about childhood intimacy, invisible trauma, and the silences that shape us.

Offcially Selected in 2025 London Global Film Awards - Best Short Film Script

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Script 4 Cover
Screenwriting

Tigger Was Crying

A 10-minute audio drama about two teenage boys and one ruined night. A raid goes wrong, emotions spill, and someone shows up in a Tigger suit—carrying a knife.

Will be recorded this autumn (2025)

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Development Insights

Creative Philosophy & Methodology

Please waiting for my blog links, technical articles, videos, and other resources...here.

Can We Work Together?

"MY HEART WILL ALWAYS BEAT FOR THE FUTURE. "                     ——Hideo Kojima

I am dedicated to bridging the gap between traditional dramaturgy and complex, systemic gameplay. My approach is defined by a deep curiosity for emerging technologies; I am currently exploring the frontiers of AI-native game design, engineering prototypes where large language models drive dynamic character logic and non-linear world-building.

My development workflow is anchored in Unity and Ink, where I architect intricate narrative systems and SLG mechanics. From designing dual-axis growth systems to fine-tuning AI-driven personality archetypes, I build tools that empower player agency while maintaining cinematic precision.

Currently based in London, UK. 😎

Let's build the future of play: 📧 kingsmallleaf828@gmail.com

The Reaper's Game(testing)


Game 1 Detail Screenshot 1 Game 1 Detail Screenshot 2
Game 1 Detail Screenshot 3 - Landscape
💡 demo link is below.

The Reaper's Game is an AI-powered narrative survival game designed for the WeChat Mini Games platform. Players face absurd life-or-death scenarios — from being trapped in a burning spaceship toilet to confronting a suicidal best friend in deep space — and must respond through free-form text input.

What makes this game unique is its sophisticated AI judge system: "The Reaper", powered by DeepSeek API. It evaluates player responses across six dimensions including creativity (abstraction), logic, emotional impact, and narrative tension. The AI embodies a narcissistic, eloquent death god with four distinct emotional states (disgust, elegant sarcasm, empathy, sadness) that dynamically respond to player input, delivering commentary laced with historical and philosophical references.

As the lead AI narrative prototyper, I designed a scoring system that rewards imaginative reasoning without compromising feasibility. I developed a multi-layered penalty mechanism for low-effort answers, a dynamic mortality threshold (~55%), and a relationship tracking system that lets the Reaper evolve across play sessions.

The tech stack includes Cocos Creator (TypeScript) for front-end, a Node.js backend with SQLite for persistence, and an asynchronous room-based system supporting social sharing — essential for viral growth on WeChat.

This project highlights my capability in AI-integrated game design and cultural localization for the Chinese market. It complies with WeChat’s strict content review while preserving humour through metaphor and Western references. Social mechanics encourage organic growth; personality evolution sustains long-term engagement.

Currently optimized for over 1000 MAU with analytics-driven tuning, the game demonstrates my ability to turn abstract narrative design into scalable, player-centric experiences using AI technologies.

▶ Play The Reaper's Game Online

▶ Watch Demo Video

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City A.:Tales That Survive


Game 3 Detail Screenshot 1 Game 3 Detail Screenshot 2
💡 click here for pitch deck presentation

City A: Tales That Survive is a narrative-driven dystopian game set in City A—a stylized metropolis where political factions, religious orders, and elite dynasties fight to control the narrative.

You play as a junior journalist trying to survive and ascend within a corrupt press empire. To do that, you collect and reshape urban legends: stories whispered in bars, encoded in symbols, or buried in bureaucratic absurdity. Each story you publish alters public perception—and with it, your influence in the newsroom.

Choices aren’t just moral—they’re editorial. Do you tell a cleaner lie? Or a truer myth?

Core Systems

Narrative Fragments as Currency: Urban legends are collectible, remixable, and playable.

Faction Dynamics: Your stories align you with or against competing ideologies—Faith vs Commerce, Surveillance vs Myth.

Reputation Web: Every quote, betrayal, and protected source leaves a trace in your network.

Multiple End States: Climb to Chief Editor, found an underground zine, or be devoured by your own legend.

Theme

The legends you collect aren’t just about heroes or villains. They’re about the forgotten people—those with broken umbrellas, unpaid bills, lost cats. In City A, even the weakest stories can destabilize the most powerful lies.

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The Blubber


Short Film 1 Still 1 Short Film 1 Still 2
💡 The film is currently in private submission. DM me for the viewing link.

Overview

Set in a dreamy 1950s kitchen, The Blubber is a 4-minute horror short about a housewife who turns her abusive husband into soap—one slice at a time. Blending mid-century domestic aesthetics with grindhouse violence, the film explores themes of bodily autonomy, repressed rage, and twisted justice.

Creative Context

This project began with a prompt: “a murder involving soap.” From that constraint, I built a symbolic revenge story rooted in tactility, intimacy, and grotesque beauty. We had only one month from concept to screen. Within that time, I wrote and revised the script over 30 times, responding to visual tone changes and team feedback in real time.

My Role

As the writer and one of the creative leads, I helped shape both the narrative structure and emotional direction. This project reflects my precision as a screenwriter, my fast iteration workflow, and my collaborative mindset under high pressure.

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Runaway Girls By the Lake


Short Film 2 Still 1 Short Film 2 Still 2

This self-edited visual experiment reworks footage I shot in late 2022—moments from my personal life—into a short piece tinted with light sci-fi.

Created during the shadow of the pandemic, it channels a sense of isolation, fury, and fragmentation I carried through 2022–2023.

It may not be a healthy work—but its editing logic, tonal control, and fragmented storytelling trace the path I’ve walked to get here.

▶ Watch the film

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Letter From Letters


Short Film 3 Still 1 Short Film 3 Still 2
🎬 National Short Film Runner-up – China Collegiate Computing Competition

Set in the aftermath of the 1888 Chinese Exclusion Act, Letter From Letters follows Chen Yaozu, a young Chinese-American who returns to Guangzhou in search of a family and a homeland he barely remembers.

As he unearths a chest of unsent letters and long-buried truths, he is forced to reckon with memory, guilt, and identity across two fractured cultures.

Told across four poetic seasons, this 17-minute period drama blends stylized visuals, traditional Chinese color theory, and emotional realism to explore diaspora, belonging, and the silent legacies of love.

▶ Watch the film: Letter From Letters

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Sex Robot


Script 1 Cover Page Script 1 Scene Photo

Sex Robot is a dystopian sci-fi drama (8 x 50') set in the rebuilt mega-city of New Chang’an after World War III. The series follows Lan, a discarded maternal android, as she escapes state control to search for her lost son. Along the way, she becomes an unlikely revolutionary figure in a society that enforces “spinal contracts” to enslave sentient beings.

Combining a bleak futurist vision with intimate psychological storytelling, the show explores themes of artificial motherhood, memory manipulation, and post-human ethics. As Lan recovers hidden black boxes across toxic zones and corrupted cityscapes, her journey shifts from personal survival to collective rebellion.

Development Status: Full pilot and series outline complete; pitch materials available. The series blends Eastern political allegory with Western genre structure, aiming for an international adult animation audience in the vein of Cyberpunk: Edgerunners and Undone.

Recognition: Sex Robot was shortlisted for the 2025 WFTV Kay Mellor Screenwriters’ Lab.

▶ Read First 7 Pages (Sex Robot)

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Adaption: Citizen Sleeper S1


Script 2 Cover Page Script 2 Scene Photo
📍 Adapted independently for academic and portfolio use. Not affiliated with Jump Over the Age.

Adaptation Content

  • Coverage – narrative analysis
  • 4-page Treatment – story restructure
  • 10-page Script – adaptation of the opening segment

I translated Citizen Sleeper 1's branching gameplay and fragmented world into a serialized narrative arc focused on memory, labor, and survival under capitalism.

This adaptation allowed me to closely dissect the game’s elegant side quest structure and its modular branching design—an architecture that beautifully supports the game's melancholic space-station setting.

In turning it into a series, I experimented with narrative focus: isolating central story threads, simplifying the structure, and reshaping the world around a more emotionally centered version of the protagonist, Sleeper.

Through this process of breakdown, reconstruction, and tonal translation, I began to observe how shifting emotional emphasis transforms narrative texture—and discovered where my own design instincts lean within interactive storytelling.

▶ Read First 10 Pages (Citizen Sleeper Adaptation)

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Script 3 Cover Page Script 3 Scene Photo
Script 3 Vertical Poster Script 3 Additional Visual
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Haunted Fox


Haunted Fox Detail Screenshot

Overview

Haunted Fox is an interactive detective noir built entirely with Ink scripting language. Set in a rain-soaked city where memories blur with reality, players guide Detective Michaels through a labyrinth of cold cases, corrupt colleagues, and personal demons.

Narrative Design

The story unfolds through branching dialogue trees and evidence examination. Every conversation choice affects Michaels' mental state, relationships with informants, and ultimately, which version of the truth she uncovers. The narrative explores themes of institutional corruption, memory manipulation, and moral compromise.

Technical Implementation

Technology Stack:

  • Ink scripting language for branching narrative logic
  • JavaScript for runtime integration and state management
  • HTML5 & CSS3 for responsive, mobile-friendly interface
  • Custom typewriter effects for atmospheric text presentation

Design Philosophy

This project represents my exploration of minimalist interactive fiction—stripping away visual excess to focus purely on narrative tension and player agency. The noir aesthetic isn't just stylistic; it's embedded in the mechanics through unreliable narration, time pressure, and the constant question of who to trust.

Development Process

I handled all aspects of development: narrative design, Ink scripting, web implementation, and deployment. The project showcases my ability to create complete interactive experiences from concept to shipped product, with particular focus on narrative systems design and player choice architecture.

▶ Play Haunted Fox Online

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Tigger Was Crying


Script 4 Cover Page Script 4 Scene Photo

Tigger Was Crying is a taut, voice-driven audio play that captures the fragile, volatile emotional world of teenage boys in crisis. Set in the echo chamber of late-night phone calls, the story follows Julian and Gary—two boys bound by online raids, school gossip, and unspoken grief. As one confronts heartbreak and spirals into violent ideation, the other tries, awkwardly, to keep things light—until it’s too late.

Written with a sharp ear for how boys dodge vulnerability with dark humour and bravado, the piece explores themes of betrayal, male mental health, and the thin line between sincerity and performance in the digital age.

The piece is currently in post-production and will be officially released via Goldsmiths, University of London by late 2025.

▶ Read Script (Tigger Was Crying)

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Teeth & Tongue


Teeth & Tongue Screenshot
🏆 ArcJam 2025 Shortlisted | 12-Hour Game Jam Challenge

Overview

Teeth & Tongue is a body-horror interactive narrative exploring themes of identity, consumption, and transformation. Built in just 12 hours during the Game Writing SIG Arcjam 2025, this project earned a Best Narrative Design nomination.

Concept

The player navigates a visceral, dreamlike space where language itself becomes flesh. Words have weight, choices have consequences measured in bone and sinew. The narrative probes the boundaries between self and other, asking what we consume and what consumes us.

Design Philosophy

This project serves as a playable proof-of-concept for High Keep Child, an upcoming larger-scale narrative game. It demonstrates my ability to create compelling interactive fiction under extreme time constraints while maintaining thematic coherence and emotional impact.

Recognition

Shortlisted at ArcJam 2025, a competitive 12-hour game writing challenge organized by the Game Writing SIG. Within these 12 hours, I taught myself Arcweave—a node-based narrative design tool—from scratch and built this complete interactive experience.

▶ Play the Game

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