
MAXAXIS
Welcome to Maxaxis!
I’m Yixiang “Max” Xiao, a Game Designer with a background in architecture and design.
I earned my Bachelor of Architecture from Pratt Institute and am currently pursuing a Master in Design Studies degree at Harvard GSD.
GAMES
BREAKPOINT
PROTOCOL
Solo project - UE5
FPS - PVP Conquest Game
Breakpoint Protocol introduces strategic depth to the traditional conquest format. Players must balance risk and reward — controlling key zones grants unique advantages, while daring routes offer faster progression at greater peril. The game’s multi-level design opens the vertical dimension often ignored in shooters, transforming ceilings, overpasses, and sub-levels into active combat fields. Every space operates at a distinct scale, from tight interiors to wide-open courtyards, creating a dynamic rhythm of close, mid, and long-range engagements.
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PETAL AND STEEL
Solo project - UE5
Soulslike Third-Person Action Game
Petal and Steel is a Soulslike experience exploring how circular spatial loops and vertical connections shape player perception. A multi-layered world intertwines three major zones through a single vertical shortcut, revealing moments of return and relief after long, perilous exploration. Without a minimap, players navigate through visual landmarks and spatial cues—what they see becomes what they understand. Every drop and enemy placement aligns with sightlines, creating a seamless rhythm between combat and discovery within a coherent architectural whole.




SPATIAL NARRATIVE WORKS




This solo Architectural project, the Archetypes, redefines the traditional library as a spatial narrative that guides user behavior through subconscious cues. Inspired by Carl Jung’s theory of archetypes, the design integrates universal spatial forms—such as caves, bridges, and labyrinths—to shape movement, perception, and interaction. Rather than a passive container of books, the library becomes an active system of psychological and spatial engagement. Through layered circulation and symbolic form, it transforms knowledge exchange into a participatory experience, where architecture itself becomes a storyteller, evoking emotion, memory, and collective consciousness.




This solo spatial project, Narrative Returns, reimagines the Rubin Museum of Art as an architectural storytelling medium. The project transforms static exhibition spaces into dynamic environments that encourage visitors to engage actively with Tibetan culture. Through layered spatial sequences and sensory cues, the design creates a fluid narrative experience—where movement, sight, and atmosphere collectively unfold meaning. Rather than isolating artifacts, the space interconnects them into a living story, allowing visitors to interpret, explore, and participate. This approach translates curatorial strategy into experiential design, merging narrative structure with spatial immersion.
TEAM & WIP WORKS



I: Team project exploring Rupert Maleczek’s algorithmic folding system to generate dynamic architectural forms. Developed a full-scale CNC-cut aluminum pavilion that merges computational logic, structure, and materiality into an interactive, saddle-like spatial experience.

II: My next solo UE5-based Soulslike game is featured in refined level design, spatial rhythm, and visual control. The game explores how sightlines and vertical connections shape combat and exploration across three interconnected regions—Plaza, Sewer, and Castle. The concept sketch on the left illustrates the spatial hierarchy and flow within the Plaza & Sewer area.

