Projects

C++ gameplay / systems programming

Vampire Survivors Like

A C++17 top-down survival action game with escalating combat, automatic attacks, four enemy archetypes, power-ups, fixed and seeded infinite maps, and multi-slot save/load.

  • C++17
  • Gameplay Systems
  • Object Pooling
  • Save System

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

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 / 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
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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.

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
  • Networking
  • Behavior Tree

Rendering

  • DirectX 12
  • Rasterization
  • Ray Tracing
  • BVH

Performance

  • SIMD
  • Multithreading
  • P99 Analysis
  • Profiling