Selected projects

UE5 co-op / combat systems

Rift

A third-person co-op ARPG prototype combining GAS combat, replicated lobby flow, modular appearance, and budget-driven enemy encounters.

  • C++
  • UE5.6
  • GAS
  • Replication
  • Behavior Tree

Engine architecture / rendering backend

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

Light transport / material sampling

Ray Tracing Renderer

A CPU renderer with BSDF materials, three global-illumination methods, SAH BVH traversal, and OIDN denoising.

  • C++
  • BSDF / BVH
  • NEE / MIS
  • OIDN

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

Team project / technical VFX

SkyFire Uprising

A six-person UE5.4 vehicle-combat project. I owned the dynamic weather and gameplay VFX stack, spanning Blueprint orchestration, Niagara and materials, and a reusable C++ particle framework.

  • UE5.4
  • C++
  • Blueprint
  • Niagara
View Full Project Archive

Experience

Professional experience

ByteDance

Three years of client engineering at ByteDance: shared components, cross-team platform capabilities, Feed modularization, and a Rust SDK used by Android, PC, and iOS.

Swift / Client Architecture

Education

University of Warwick

MSc Games Engineering, WMG Excellence Scholarship.

Graphics / Engine / UE5

Wuhan University of Technology

BSc Software Engineering.

Data Structures / Operating Systems / Computer Organization / Software Architecture

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.

Skills

Languages

  • C++
  • Swift
  • Python
  • HLSL

Gameplay

  • Unreal Engine 5
  • GAS
  • UMG
  • Replication
  • Behavior Tree

Rendering

  • DirectX 12
  • Rasterization
  • Ray Tracing
  • BVH

Performance

  • SIMD
  • Multithreading
  • P99 Analysis
  • Profiling