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.
Solo gameplay / systems programming
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.
Solo programming / custom renderer
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 rendering performance
CPU rasterizer optimization using pipeline improvements, eight-pixel SIMD shading, tile scheduling, and a custom thread pool.
Team project / gameplay VFX & weather
Team-developed vehicle combat game where I owned dynamic weather, gameplay VFX, Niagara effects, materials, and a Blueprint-facing C++ particle component.
iOS Client Engineer developing and iterating client features for Feishu and Doubao.
Swift / Client ArchitectureMSc Games Engineering, WMG Excellence Scholarship.
Graphics / Engine / UE5BSc Software Engineering.
Software EngineeringFrom 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.