top of page

Welcome To Lucas Qu's Portfolio

Gameplay Engineer/Technical Designer

Recent Pototype Highlight

"Proto Kickback"

A rapid prototype I built in a day (05/05/2025) as a challenge exploring close-quarters FPS gameplay about deliberate pacing, tight spaces, and creatively using your kick to control the fight.

Professionals

SLEEP AWAKE 

Technical Design, Gameplay Engineering

2023 - 2025 at EYES OUT

  • UE4, Blueprint, C++

  • Prototyped and crafted Multiple impactful global Gameplay Systems and mechanics, many iterated from the ground up.

  • Designed and scripted in-house development tools for content creation, asset management, and testing.

  • Implemented and iterated moment-to-moment gameplay encounters, improved readability, and game feel.

  • Debugged and refactored the codebase, solidifying the soundness and scalability.

Fancy3D Engine

2020 - 2021 at Fancy3D (Beijing, China)

  • An in-house 3D game engine.  (C++, Lua, OpenGL)

  • Refactored the critical postprocessing module and implemented a new object pool for rendering textures.

  • 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)

  • All of Us is a national medical research program working on a historic effort to build the largest genetic database.

  • To experience the All of Us Research Program from the perspective of an active participant.

  • Built in Unity powered by Steam VR APIs.

  • Responsible for the menu system throughout the game. UIs and even pausing in a VR game are very different (and arguably harder) to do.

  • Extended the narration system to support the new narrator scripts and the language switching functionalities.

  • Worked with Steam VR to add features to the VR experience.

  • Utilize Spline and Bezier Curve to power the procedural noodle arm.

  • Dynamically modify the spline mesh using Sine Wave for a pumping effect.

  • Implemented Throwing, Smashing, and Iterated Grabbing Mechanics.

  • Integrated the arm spline with the character and the control.

  • Profiled the game and optimized the arm spline so it is performant enough to update super dynamically.

  • Work with designers blueprinting and prototyping.

  • Bug-fixing all over the codebase.

  • Designed and implemented a semi-automatic grab mechanic, significantly enhancing character control.

  • Elevated the game's overall feel with animation blending and customized camera shake that adjusts based on the direction of hits.

  • 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.

  • Building a technical foundation for the gun ability system and linking the attributes for a complicated RPG-style system

  • Working with the system Designer to implement the stats and attributes.

Projects

  • Smooth 3rd Person character control and camera, with no template.

  • The character rotates from the closer side to align with the camera when shooting.

  • Designed and implemented a responsive and performant interaction system.

  • Enemy AI that picks up donuts at low health, utilizing a Behaviour Tree and EQS.

  • Teleport magic and more gameplay. 

  • Implemented the core gameplay of character movement and hat collecting and dropping.

  • Integrated character control with our alternative controller.

  • Integrated a NuGet package and implemented a system that automatically detects controllers to spawn game characters accordingly, utilizing a handshake protocol.

  • Implemented a mole AI that attacks the players and steals hats utilizing navMesh and a Finite State Machine.

  • Smooth top-down point-and-click character movements and control based on NavMesh.

  • A Scriptable Object Based Inventory and equipment system.

  • Interaction system with conditions based on a scriptable object based event system.

  • A drag-and-drop extendable Inventory& Equipment system with readable UI.

  • Randomly generate the mirror puzzle using Depth First Search.

  • Hand-crafted Behavior Tree, simple dialogue system, and more.

  • A 3D render pipeline using C++ and Win32 APIs without any graphics APIs, made from scratch.

  • Made in a month to understand how graphics render pipeline works.

  • 3D vector maths and matrix calculations.

  • Blinn-Phong Shading.

Prototypes & Jams

Recent Highlight
"Moncage Fangame"
  • A puzzle platformer inspired by Thomas Was Alone.

  •  Entry for Brackeys jam 2022 placed first 20% in five categories.

  • The final mechanic came from one misunderstanding.

Da Letter Farm
  • A Letter Planting game. Entry for LD52 Game Jam (Harvest).

  • Features a day-night cycle, different stats on different crops, and dynamic UIs.

  •  Uses dependency injection to decouple the systems. Was able to strike a balance between developing velocity and structure nicely.

Tiny "Survival Tactics"
  • A "Klotski meets Rock-Paper-Scissors" puzzle game. Entry for Ludum Dare 56

  • A forgiving Undo Redo feature

  • DoTween-powered animation

  • UX features like animations and responsive widgets indicate the states of the creatures and the predation cycle.

Snake Enhanced
  • Two prototypes based on the classic Snake.

  • Maintained clean and extendable code throughout the iteration.

  • Old-fashioned Grid-based movement.

  • Object Pool for the item generation.

  • Command pattern and the Undo and Redo operations based on that.

Prototype Highlights
  • A collection of prototypes or Jam games that didn't quite make the cut but in which there are highlights worth mentioning.

  • Keywords: Finite State Machine, Scriptable Object, DFS, and Passion.

Unannounced Project

A Most Violent Year (WIP)
  • A narrative-driven game inspired by table-top RPGs.

  • The team was formed at GDC, consisting of a group of hobbyists/students/industry professionals.

  • The game is still WIP.

My Contributions​ (so far)
  • 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.

  • An Inventory system, and interactable objects to investigate in.

  • Point and click player control. Camera movements.

  • A "wiki tooltip system" based on TMPro and Scriptable Object.

  • A detective notebook linked to dialogue and inventory system.

bottom of page