Ichigo Studio, on the door.
Stopped calling it "my projects folder" — gave it a name and a homepage. Not a registered company; just the label on whatever comes off this desk.
Hi again. I'm Wang Liao (Ichigo33) — game designer, developer and artist behind Ichigo Studio. Small games, experimental ideas, kept to a size one pair of hands can finish.
I grew up in China, a high-school kid who'd (according to my parents) played PC games before he could walk. Around then game design started showing up as a US major, and the hobby suddenly looked like a possible career. I took the long way: BA in AGPM (Art & Design: Games and Playable Media) at UC Santa Cruz (Sep 2019 – Jun 2024), then the MS in Games for Learning at NYU (Sep 2024 – May 2026, about to wrap).
Ichigo Studio is my solo practice — design, code, art, the lot, all under one roof. The work sits at the intersection of experimental mechanics and well-scoped ideas: look outside games for the spark, build a mechanic that isn't already a thing, scope tight, playtest, cut. Each project gets the length it wants — no longer, no shorter.
The studio name comes from Bleach — the first manga I followed for years, and the one that shaped how I think about characters, worlds, and making things. Ichigo is the main character's name; in Japanese it also reads as “strawberry.” Keeping both felt right.
When I'm not making games I'm playing them, reading manga, drawing in margins, or replaying the ones that shaped how I think about design — Xenoblade, the Souls / Bloodborne run, Divinity: Original Sin II, Rimworld, Journey. Moving back to Shanghai this summer to live with a small white terrier named Bobo — he'll be in most photos shortly after.
Stopped calling it "my projects folder" — gave it a name and a homepage. Not a registered company; just the label on whatever comes off this desk.
Wrapped the ARTG170–172 senior thesis at UCSC (Sep '23 – Jun '24) — Fraw G. and the Moth, Goat in Our Stars, Dragon Gate, and Mariana Trek all came out of those classes. Graduated AGPM that spring.
Headed east to NYU for the Games for Learning MS that fall. Lightsaver and Ninja Drummer came out of my first NYU class; Lightsaver kept growing in free time after.
The earlier UCSC stack — Retro-Active, Icy Hunt, Pixel Patcher, plus the Woodland Season board game. Platformers, a speedrun, a tabletop — figuring out the kinds of games I wanted to make.
Summer at Unity China's Shanghai bootcamp (May – Aug 2022). Capped it with the Unity Associate Game Developer Certification that August.
Summer internship at a game studio in Wuhan as Market & User Research. Playtested games and wrote reports — first time seeing the industry from the inside.
Started my BA in Art & Design: Games and Playable Media at UC Santa Cruz. First Unity class. First game made by me, alone.
High school kid in China who'd (according to my parents) played PC games before he could walk. Around then, game design started showing up as a US major — first time the hobby looked like a possible career.
Heads-down on two new games — not taking on collabs or freelance right now. But for hellos, questions, weird ideas, or playtest swaps, the inbox is always open. Usually a reply within a day.
ichco233@gmail.com ↗