Gameplay Systems · Game Architecture · Unity / Unreal · C++ / C# · Computer Graphics · AI
I design and develop game systems that balance player experience, technical feasibility, and production needs. My work covers gameplay systems, rapid prototyping, AI behaviour, combat systems, level content, computer graphics, and rendering techniques.
I am a game designer and developer with experience in gameplay systems design, rapid prototyping, and game architecture. I am good at translating player needs into well-structured game systems while balancing design goals with development feasibility. I also have strong communication and collaboration skills, with experience working effectively in teams.
Game design, Level design, NPC behaviour design, Combat system design, Game narrative design, Deep understanding of game mechanics.
Unity and Unreal development, C++/C# programming, Computer graphics, In-game AI, Computer network, Optimisation experience.
A focused overview of the tools, languages, and development areas from my CV.
Studied C++ Programming, Computer graphics, Advanced computer graphics, Games Engineering, Game design. Projects included a C++ survivor-like game, a C++ first-person shooter PVE 3D survival game, a ray tracer/path tracer with Open Image Denoise, a client-server chat system, a team-based sci-fi game development, and a real-time strategy/action 3D individual game.
Studied advanced mathematics, probability theory, algorithms, software quality assurance, natural language processing, and machine learning. Built projects including keyword-based lyric generation and handwritten digit recognition.
I participated in the design of Age of Empires Mobile. Designed and shipped the Hero Talent System, covering full-cycle feature development from concept to live release.
A single-player strategy game combining multiple gameplay styles. Designed and developed independently and published on Steam. This game was developed by using Unity.
A 2D strategy puzzle game designed and developed as an independent project developed by using Unity.
Designed and developed a 3D medieval-style game combining RTS and action elements, including the game loop, NPC behaviour, combat system, and player controls.
Worked in a 43-person team and contributed to tank campaign level content, enemy module design and implementation, behaviour trees, finite state machines, pathfinding, and GitHub version control.
Implemented a ray tracer and path tracer in C++, including rendering materials and AI denoising with Open Image Denoise.
Developed a client-server Internet chat application with UI and notification sounds, then integrated the GROQ AI API to support AI group chat assistant features.
I am open to game design and game development opportunities.