
I’m Jason, founder and technical director at Li Create, and the mind behind Gates of Eden. My path into game development wasn’t a straight line—it was more like a series of detours through strange worlds, both real and imagined. I’ve always been drawn to stories and spaces that make you feel larger than life in the best way possible: leaping across the edge of a vast canyon, conquering a towering fortress, or defeating the most powerful enemy with a single strike.
As a kid, I built those worlds on paper—sketching maps, designing enemies, and writing encounters that mixed danger with discovery. I loved the tension between beauty and threat, the way a place could be breathtaking one moment and deadly the next. That fascination eventually collided with my love for fast-paced, skill-driven gameplay, and the result was inevitable: I wanted to make games where exploration and combat weren’t separate experiences, but two sides of the same coin.
That’s the heart of Gates of Eden. It’s a first-person shooter built for players who crave both the rush of battle and the thrill of uncovering the unknown. Every environment is designed to pull you forward—beautiful forests, pristine waterfalls, and elegant sanctuaries where the mysterious fog hides your next challenge. And when you get there, you’re not just fighting enemies—you’re facing bosses that test your experience. Encounters that demand strategy, reflexes, and the will to keep going when the odds are stacked against you.
I’m deeply involved in every part of the process—designing the flow of combat, shaping the pacing of exploration, and making sure each boss fight feels like a story in itself. I also handle the visual identity and marketing for the studio, because I believe the experience starts long before you start playing. The first screenshot, the first trailer, the first line of a game description—they should all carry the same energy you’ll feel in the middle of a firefight or while standing at the threshold of beating the level.
Collaboration is a big part of my process. I thrive on feedback from players and peers, using it to refine mechanics, sharpen encounters, and make sure the game rewards curiosity as much as skill. I want Gates of Eden to be the kind of game you talk about—not just because of what you did, but because of what you saw, where you went, and how it made you feel.
At the end of the day, I make games for the same reason I play them: to step into another world, test myself against it, and come out changed. If Gates of Eden leaves you with a story you can’t wait to tell—about the time you barely survived a boss’s final phase, or the hidden path you found that led to something unforgettable—then I’ll know I’ve done my job.
