About Me
Senior Game Engineer — Gameplay, Multiplayer, Unity, Unreal, C++
I am a game engineer with over 15 years of professional experience building commercial games for PC, mobile, Web, and console. My background spans action games, ARPGs, CCGs, simulation games, and live-service titles, with experience taking projects from early architecture and prototyping through launch and long-term operation.
My strongest areas are gameplay and combat systems, multiplayer networking, game architecture, AI, development tools, and production pipelines. I work primarily with C++, C#, Python, Unity, Unreal Engine, and proprietary C++ engines.
I have repeatedly joined projects at an early stage, built the technical foundation from scratch, and then helped grow the engineering effort around it. I have led teams of up to six engineers, reviewed architecture and code, mentored junior developers, interviewed candidates, planned milestones, and worked closely with designers, artists, technical artists, producers, and server engineers.
I also care deeply about how games feel, not only how they are implemented. I have spent thousands of hours playing games such as Street Fighter V, Elden Ring, Cyberpunk 2077, and Baldur’s Gate 3, and I bring that player perspective into gameplay and engineering decisions.
Core Expertise
- Gameplay & Architecture: Game Architecture, Gameplay Systems, Combat Systems, Character Controllers, AI, Animation Systems
- Multiplayer: Client/Server Architecture, State Synchronization, Deterministic Lockstep, Replay Systems, Networked Combat
- Engines: Unity 6, Unreal Engine 4/5, NeoX, Gamebryo, proprietary C++ engines
- Languages: C++, C#, Python, Lua
- Tools & Pipelines: Editor Tools, Content Pipelines, Live Update Systems, CI/CD, Localization, Build Automation
- Additional Technologies: Unreal GAS, StateTree, Spine, Live2D, Wwise, CRIWARE, Magica Cloth, Bullet, Box2D, IMGUI, Cocos2d-x
Career
- Supernova Games — Senior Game Engineer (2024 - Present)
- LingXi Games of Alibaba Group — Senior Engineer (Dec 2021 - May 2024)
- NetEase Games — Senior / Lead Engineer (May 2011 - Dec 2021)
- YangYao Games — Game Engineer (2010 - 2011)
- Leeuu Games — Gameplay Engineer (2006 - 2009)
Current Contract Work
In addition to my main role, I take on a limited amount of part-time contract work to stay hands-on with modern gameplay technology and different production environments.
Unannounced UE5 Action Game
Role: Senior Gameplay Engineer
Technology: Unreal Engine 5.7, C++, Blueprints
I built the project’s core combat framework from scratch. The project is still in an early stage, and my current focus is enemy characters, combat behavior, and AI as part of a three-engineer programming team.
Unannounced Unity 6 Action Game
Role: Lead Programmer
Technology: Unity 6, C#, ECS
I am leading programming for an early-stage survivors-like action game. I built the project architecture and core gameplay systems from scratch using Unity ECS and am responsible for the technical direction of the core gameplay.
Selected Projects
Purr-fect Chef: Cats Can Cook (2024 - Present)
App Store | Google Play | Steam | Reddit | Jest
Role: Senior Game Engineer
Technology: Unity, C#, Spine, Nakama
Platforms: Mobile | PC (Steam) | Web (Reddit, Jest)
The current Unity version was rebuilt almost completely from the legacy Cocos2d implementation. I started the Unity project from the ground up, established the initial architecture and core systems, and other engineers later joined the project. The engineering team currently consists of three client engineers and one backend engineer.
Technical highlights:
- Rebuilt the game architecture and core systems in Unity, creating the foundation used by the current team.
- Designed and implemented the resource and script patching system, allowing code and content hot updates without requiring a new store submission.
- Led cross-platform development and deployment across mobile, PC (Steam), and Web platforms (Reddit and Jest).
- Designed and implemented the multiplayer architecture and online gameplay foundation. Multiplayer is currently under development.
- Created AI-assisted localization and narrative-content workflows for multilingual delivery and content iteration.
- Contributed to two additional casual games shipped on Douyin, ByteDance’s China-market short-video platform.
- Currently working on reusable cross-platform infrastructure shared across casual-game projects.
Basketball Girls: AIM FOR THE SKY (2022 - 2024)
Role: Senior Engineer
Technology: Unity, C#, Lua, Live2D, Magica Cloth
Platform: Mobile
A mobile character-management game inspired by Uma Musume Pretty Derby. Players manage a girls’ basketball club and experience character-driven storylines. I joined during early development and focused on the story-production toolchain, character presentation, UI scripting, animation, and physics integration.
Technical highlights:
- Developed the story-production toolchain, including a node editor for story flow, a dialogue/scenario editor, timeline editing, and runtime story systems.
- Worked with technical artists to integrate cel-shaded 3D characters into story scenes and establish character asset standards.
- Developed facial-expression workflows covering eyebrows, eyes, cheeks, and mouth animation.
- Integrated physics-driven hair animation with Magica Cloth and developed Timeline-based character control.
- Introduced Live2D character presentation and integrated it with the story pipeline.
- Built the Lua UI scripting foundation with data binding between Lua and Unity component properties.
- Extended Unity Timeline with flow control, generic tweening, runtime track/clip activation, Lua data binding, and other production features.
Sakura Studio — Multiplayer Action R&D / Visions of Mana (2020 - 2021)
Role: Lead Multiplayer Engineer
Technology: Unreal Engine 4, C++, Python, GAS
Platforms: PC, PlayStation, Xbox
Sakura Studio was an international action-game studio within NetEase working on several console projects in parallel. These included Visions of Mana with Square Enix, a Gundam action project with Bandai Namco, a Fate RPG project with TYPE-MOON, and a NetEase-owned action title.
My role focused on shared Unreal Engine infrastructure and multiplayer R&D rather than shipping multiplayer functionality in Visions of Mana itself.
Technical highlights:
- Led a four-engineer multiplayer team developing reusable multiplayer and combat technology.
- Architected a reusable networked combat framework on top of Unreal’s Gameplay Ability System (GAS).
- Led experimental work on improved state synchronization and rollback techniques for action gameplay.
- Built multiplayer gameplay prototypes including deathmatch, capture-the-flag, 3v3 team combat, control, escort, and battleground-style modes.
- Maintained and optimized the studio’s Unreal Python integration.
- Ported the Python runtime to PS4/PS5 so high-level Python gameplay scripts could execute directly on console.
- Supported Python gameplay scripting across four studio projects targeting console platforms.
Onmyoji: The Card Game (2018 - 2020)
Role: Lead Client Engineer
Technology: NeoX, C++, Python, Spine, CRIWARE Sofdec2, Cocos2d-x
Platforms: Mobile, PC
A strategy card game in the Onmyoji universe. I joined at the beginning of the project, built the client architecture from scratch, and led the six-engineer client team through commercial launch. The project had separate client and server engineering teams.
Technical highlights:
- Led client architecture, technical planning, task breakdown, code review, and delivery from initial development through launch.
- Coordinated development across gameplay, UI, story, battle presentation, replay, tools, and live-service systems.
- Developed card and battlefield presentation combining 3D rendering, Spine animation, CRIWARE video textures, and custom shaders.
- Built the story runtime as an implementation of Kirikiri/KAG3 scripting for flexible narrative authoring.
- Designed and implemented battle recording and deterministic playback.
- Built player-shared replay and real-time spectating functionality.
- Established Jenkins CI and automated build workflows for iOS, Android, and PC, with a weekly client patching process.
- Integrated in-game livestreaming and real-time social interaction through third-party platform SDKs.
Soul and Machine (2016 - 2018)
Role: Lead Engineer
Technology: NeoX, C++, Python, Cocos2d-x, Box2D
Platform: Mobile
A 3D side-scrolling action MOBA built around 4v4 team combat. I led a five-engineer programming team through prototype and TestFlight development.
Technical highlights:
- Designed the ECS-based game architecture and deterministic combat simulation.
- Built deterministic lockstep synchronization using fixed-step simulation.
- Developed command-stream battle recording and deterministic replay.
- Built desynchronization tooling that could identify the exact simulation frame where clients diverged.
- Developed the networked combat system for matches containing eight player characters, NPC soldiers, projectiles, and battlefield structures.
- Led development of the character-action editor and level editor used by the content team.
The project was discontinued after two iOS TestFlight rounds.
The Phantom Soul (2014 - 2016)
Role: Lead Engineer
Technology: NeoX, C++, Python, Cocos2d-x
Platform: Mobile
A 3D side-scrolling multiplayer ARPG supporting four-player cooperative dungeons and 1v1 PvP. I led a four-engineer programming team and designed much of the project’s core technology.
Technical highlights:
- Led the programming team from core development through commercial launch.
- Designed the core game architecture and client/server multiplayer architecture.
- Developed the character controller and combat system.
- Implemented multiplayer state synchronization.
- Developed behavior-tree-driven AI, companion systems, character-authoring tools, and special-skill gameplay.
- Shipped separate mainland-China and Hong Kong/Taiwan versions.
- The title remained in commercial operation for approximately three years.
Earlier Projects
Chronicles of Crystal (2012 - 2014)
Role: Gameplay / Multiplayer Engineer
Technology: NeoX, C++, Python
Platform: PC
A side-scrolling multiplayer action game released on NetEase’s iTown PC platform with four-player cooperative dungeon gameplay.
Technical highlights:
- Developed multiplayer synchronization and networked combat systems.
- Built collision detection and AOI (Area of Interest) systems.
- Contributed to the level editor and production tools.
- Developed gameplay features from early development through release.
Windy Island (2011 - 2012)
Role: Gameplay / Multiplayer / Tools Engineer
Technology: NeoX, C++, Python
Platform: PC
A side-scrolling multiplayer racing game in which up to four players raced through stages and attacked each other with collected items.
Technical highlights:
- Developed gameplay and race-combat features.
- Implemented character synchronization for multiplayer races.
- Built and maintained level-design tooling.
Unannounced 3D Multiplayer Life-Simulation Game (2010 - 2011)
Role: Client Game Engineer
Technology: Gamebryo, C++
Platform: PC
At YangYao Games, an early-stage startup, I worked on the client side of a 3D multiplayer life-simulation game with farming, social interaction, and persistent multiplayer systems. The project had design similarities to games such as Harvest Moon. The studio later closed before the project reached commercial release.
Romantic Country (2008)
Role: Gameplay Programmer
Technology: C++
Platform: PC
A multiplayer simulation game centered on farming, housing, social interaction, and user-generated content. Players could build and decorate houses, manage farms, create clothing, visit other players, and meet in shared social spaces.
Technical highlights:
- Developed core gameplay features.
- Contributed to the in-game house-design system that allowed players to create and customize their own spaces.
- The title remained in commercial operation for approximately 10 years.
Education
Xi’an University of Technology — Bachelor of Materials Physics



















