Projects

Solo gameplay / systems programming

Rift

A 1-4 player third-person co-op PvE ARPG prototype with lobby flow, replicated combat, encounter waves, enemy AI, boss phases, respawn, and victory handling.

  • C++
  • UE5
  • GAS
  • LAN Multiplayer
GitHub

Solo programming / custom renderer

DX12-FPS

A first-person shooter demo built on a custom DirectX 12 renderer with data-driven levels, component-based gameplay, skeletal meshes, and GPU instancing.

  • C++
  • DirectX 12
  • HLSL
  • Solo
GitHub

CPU rendering performance

Software Rasterizer

CPU rasterizer optimization using pipeline improvements, eight-pixel SIMD shading, tile scheduling, and a custom thread pool.

  • C++
  • AVX SIMD
  • Multithreading
GitHub

Team project / gameplay VFX & weather

UE5 Vehicle Combat

Team-developed vehicle combat game where I owned dynamic weather, gameplay VFX, Niagara effects, materials, and a Blueprint-facing C++ particle component.

  • UE5
  • Blueprint/C++
  • Niagara
  • Team of 6
View Full Project Archive

Experience

Professional experience

ByteDance

iOS Client Engineer developing and iterating client features for Feishu and Doubao.

Swift / Client Architecture

Education

University of Warwick

MSc Games Engineering, WMG Excellence Scholarship.

Graphics / Engine / UE5

Wuhan University of Technology

BSc Software Engineering.

Software Engineering

Profile

From production client engineering to game systems.

  1. I worked as an iOS Client Engineer at ByteDance on Feishu and Doubao, delivering product iterations, shared components across the product suite, and platform capabilities while helping drive improvements to client architecture.

  2. I am currently pursuing an MSc in Games Engineering at the University of Warwick. My work focuses on UE5 gameplay, networking and replication, AI systems, DirectX 12 rendering, and CPU performance optimization.

  3. Outside engineering, I enjoy photography and drawing. My previous experience in client engineering has led me to place greater emphasis on clear system design, long-term extensibility, and implementations that are both simple and elegant.

Capabilities

Languages

  • C++
  • Swift
  • Python
  • HLSL

Gameplay

  • Unreal Engine 5
  • GAS
  • Networking
  • Behavior Tree

Rendering

  • DirectX 12
  • Rasterization
  • Ray Tracing
  • BVH

Performance

  • SIMD
  • Multithreading
  • P99 Analysis
  • Profiling

Contact

Open to UE5 gameplay and game client opportunities. If my experience fits your team, I'd be glad to talk.

Rift gameplay media

Project

Rift

Role
Solo Gameplay / Systems Programmer
Engine
Unreal Engine 5 / C++
Platform
PC, LAN Multiplayer
Tools
GAS, Behavior Tree, Visual Studio, Git

Responsibilities

Open GitHub
DX12-FPS gameplay media

Project

DX12-FPS

Role
Solo Programmer
Engine
Custom DirectX 12 Renderer
Language
C++ / HLSL
Platform
Windows PC

Key systems

Open GitHub
Rasterizer benchmark media

Technical project

Optimized Software Rasterizer

Focus
CPU Rendering Performance
Language
C++
Optimization
AVX SIMD / Multithreading
Result
Roughly 2-4x over baseline

Key work

Open GitHub
Vehicle combat gameplay media

Team project

UE5 Vehicle Combat

Role
Gameplay VFX / Weather Programmer
Team
6 people
Engine
Unreal Engine 5
Tools
Blueprint, C++, Niagara, Materials

Responsibilities