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.
UE5 co-op / combat systems
A third-person co-op ARPG prototype combining GAS combat, replicated lobby flow, modular appearance, and budget-driven enemy encounters.
Engine architecture / rendering backend
A first-person shooter demo built on a custom DirectX 12 renderer with data-driven levels, component-based gameplay, skeletal meshes, and GPU instancing.
Light transport / material sampling
A CPU renderer with BSDF materials, three global-illumination methods, SAH BVH traversal, and OIDN denoising.
CPU rendering performance
CPU rasterizer optimization using pipeline improvements, eight-pixel SIMD shading, tile scheduling, and a custom thread pool.
Team project / technical VFX
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.
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 ArchitectureMSc Games Engineering, WMG Excellence Scholarship.
Graphics / Engine / UE5BSc Software Engineering.
Data Structures / Operating Systems / Computer Organization / Software ArchitectureFrom production client engineering to game systems.
01Client engineering
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.
02Games engineering
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.
03Beyond code
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.