Open to Unreal Engine client and gameplay roles

Hi, I'm Wei Dong.

Unreal Engine Gameplay Programmer

I bring three years of large-scale mobile client development and cross-team collaboration to Unreal Engine client and gameplay engineering, with work spanning networking, GAS, real-time rendering, and performance-conscious C++.

About me

Boundless horizons, an unbound spirit

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.

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.

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.

Click a project for responsibilities, tools, and technical details.

RIFTAdd multiplayer gameplay screenshot or GIF

Rift

C++UE5GASLAN Multiplayer

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.

GHGitHub
DX12-FPSAdd first-person gameplay capture

DX12-FPS

C++DirectX 12HLSLSolo

A first-person shooter demo built on a custom DirectX 12 renderer with data-driven levels, component-based gameplay, skeletal meshes, and GPU instancing.

GHGitHub
2-4xAdd benchmark visualization

Software Rasterizer

C++AVX SIMDMultithreading

CPU rasterizer optimization using pipeline improvements, eight-pixel SIMD shading, tile scheduling, and a custom thread pool.

GHGitHub
VFXAdd vehicle combat footage

UE5 Vehicle Combat

UE5Blueprint/C++NiagaraTeam of 6

Team-developed vehicle combat game where I owned dynamic weather, gameplay VFX, Niagara effects, materials, and a Blueprint-facing C++ particle component.

University of Warwick

MSc Games Engineering, WMG Excellence Scholarship.

Graphics / Engine / UE5

ByteDance

iOS Client Engineer developing and iterating client features for Feishu and Doubao.

Swift / Client Architecture

Wuhan University of Technology

BSc Software Engineering.

Software Engineering

Languages

C++SwiftPythonHLSL

Gameplay

Unreal Engine 5GASNetworkingBehavior Tree

Rendering

DirectX 12RasterizationRay TracingBVH

Performance

SIMDMultithreadingP99 AnalysisProfiling

Open to UE5 gameplay and game client opportunities.

Rift gameplay media

Project

Rift

Role
Solo Gameplay / Systems Programmer
Engine
Unreal Engine 5 / C++
Platform
PC, LAN Multiplayer
Tools
GAS, Behavior Tree, Visual Studio, Git

Responsibilities

Open GitHub
DX12-FPS gameplay media

Project

DX12-FPS

Role
Solo Programmer
Engine
Custom DirectX 12 Renderer
Language
C++ / HLSL
Platform
Windows PC

Key systems

Open GitHub
Rasterizer benchmark media

Technical project

Optimized Software Rasterizer

Focus
CPU Rendering Performance
Language
C++
Optimization
AVX SIMD / Multithreading
Result
Roughly 2-4x over baseline

Key work

Open GitHub
Vehicle combat gameplay media

Team project

UE5 Vehicle Combat

Role
Gameplay VFX / Weather Programmer
Team
6 people
Engine
Unreal Engine 5
Tools
Blueprint, C++, Niagara, Materials

Responsibilities