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 gameplay and game client roles
UE5 Gameplay / Game Client Programmer
I bring three years of production client engineering experience into multiplayer gameplay systems, real-time rendering, and performance-focused C++ development.
About me
Before moving into game development, I worked as an iOS Client Engineer at ByteDance on Feishu and Doubao. I shipped product features, reusable UI systems, platform capabilities, and client architecture improvements in large production codebases.
I am now completing an MSc in Games Engineering at the University of Warwick. My current work focuses on UE5 gameplay, networking and replication, AI systems, DirectX 12 rendering, and CPU performance optimization.
Featured projects
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.
Project showcase
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.
Experience
MSc Games Engineering, WMG Excellence Scholarship.
iOS Client Engineer working on Feishu and Doubao production features and shared client systems.
BSc Software Engineering.
Skills