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.
Open to Unreal Engine client and gameplay roles
Unreal Engine Gameplay Programmer
I bring three years of large-scale mobile client development and cross-team collaboration to Unreal Engine client and gameplay engineering, with work spanning networking, GAS, real-time rendering, and performance-conscious C++.
About me
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.
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.
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.
Click a project for responsibilities, tools, and technical details.
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.
A first-person shooter demo built on a custom DirectX 12 renderer with data-driven levels, component-based gameplay, skeletal meshes, and GPU instancing.
CPU rasterizer optimization using pipeline improvements, eight-pixel SIMD shading, tile scheduling, and a custom thread pool.
Team-developed vehicle combat game where I owned dynamic weather, gameplay VFX, Niagara effects, materials, and a Blueprint-facing C++ particle component.
MSc Games Engineering, WMG Excellence Scholarship.
iOS Client Engineer developing and iterating client features for Feishu and Doubao.
BSc Software Engineering.