Professionals
SLEEP AWAKE
Technical Design, Gameplay Engineering
2023 - 2025 at EYES OUT
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UE4, Blueprint, C++
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Prototyped and crafted Multiple impactful global Gameplay Systems and mechanics, many iterated from the ground up.
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Designed and scripted in-house development tools for content creation, asset management, and testing.
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Implemented and iterated moment-to-moment gameplay encounters, improved readability, and game feel.
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Debugged and refactored the codebase, solidifying the soundness and scalability.
Fancy3D Engine
2020 - 2021 at Fancy3D (Beijing, China)
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An in-house 3D game engine. (C++, Lua, OpenGL)
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Refactored the critical postprocessing module and implemented a new object pool for rendering textures.
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Worked closely with the game devs and helped to fix bugs that occurred in actual games. The version I worked on powered two published games: Dark Nemesis and Ciber Fantasy.
All Of Us VR Experience
2022 - Present at GappLab (University of Utah)
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All of Us is a national medical research program working on a historic effort to build the largest genetic database.
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To experience the All of Us Research Program from the perspective of an active participant.
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Built in Unity powered by Steam VR APIs.
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Responsible for the menu system throughout the game. UIs and even pausing in a VR game are very different (and arguably harder) to do.
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Extended the narration system to support the new narrator scripts and the language switching functionalities.
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Worked with Steam VR to add features to the VR experience.
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Utilize Spline and Bezier Curve to power the procedural noodle arm.
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Dynamically modify the spline mesh using Sine Wave for a pumping effect.
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Implemented Throwing, Smashing, and Iterated Grabbing Mechanics.
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Integrated the arm spline with the character and the control.
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Profiled the game and optimized the arm spline so it is performant enough to update super dynamically.
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Work with designers blueprinting and prototyping.
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Bug-fixing all over the codebase.
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Designed and implemented a semi-automatic grab mechanic, significantly enhancing character control.
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Elevated the game's overall feel with animation blending and customized camera shake that adjusts based on the direction of hits.
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Created a procedural tool for generating blocking volumes along a spline, with a two-layered solution that is tailored to the character's movement mechanics and automatically generates a parallel outer layer for streamlined level design.
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Building a technical foundation for the gun ability system and linking the attributes for a complicated RPG-style system
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Working with the system Designer to implement the stats and attributes.
Projects
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Smooth 3rd Person character control and camera, with no template.
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The character rotates from the closer side to align with the camera when shooting.
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Designed and implemented a responsive and performant interaction system.
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Enemy AI that picks up donuts at low health, utilizing a Behaviour Tree and EQS.
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Teleport magic and more gameplay.
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Implemented the core gameplay of character movement and hat collecting and dropping.
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Integrated character control with our alternative controller.
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Integrated a NuGet package and implemented a system that automatically detects controllers to spawn game characters accordingly, utilizing a handshake protocol.
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Implemented a mole AI that attacks the players and steals hats utilizing navMesh and a Finite State Machine.
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Smooth top-down point-and-click character movements and control based on NavMesh.
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A Scriptable Object Based Inventory and equipment system.
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Interaction system with conditions based on a scriptable object based event system.
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A drag-and-drop extendable Inventory& Equipment system with readable UI.
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Randomly generate the mirror puzzle using Depth First Search.
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Hand-crafted Behavior Tree, simple dialogue system, and more.
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A 3D render pipeline using C++ and Win32 APIs without any graphics APIs, made from scratch.
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Made in a month to understand how graphics render pipeline works.
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3D vector maths and matrix calculations.
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Blinn-Phong Shading.
Prototypes & Jams
Recent Highlight
"Moncage Fangame"
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A technical exploration of an "impossible cube" illusion, inspired by the gameplay of the game Moncage.
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You may check out the prototype.
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Or check out the dev log of this little prototype.
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A puzzle platformer inspired by Thomas Was Alone.
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Entry for Brackeys jam 2022 placed first 20% in five categories.
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The final mechanic came from one misunderstanding.
Da Letter Farm
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A Letter Planting game. Entry for LD52 Game Jam (Harvest).
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Features a day-night cycle, different stats on different crops, and dynamic UIs.
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Uses dependency injection to decouple the systems. Was able to strike a balance between developing velocity and structure nicely.
Unannounced Project
A Most Violent Year (WIP)
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A narrative-driven game inspired by table-top RPGs.
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The team was formed at GDC, consisting of a group of hobbyists/students/industry professionals.
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The game is still WIP.
My Contributions​ (so far)
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Integrated and modified the Dialogue System for Unity to build a branching dialogue system and a stats-checking system like it is in tabletop games.
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An Inventory system, and interactable objects to investigate in.
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Point and click player control. Camera movements.
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A "wiki tooltip system" based on TMPro and Scriptable Object.
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A detective notebook linked to dialogue and inventory system.












