About Me

“Spread the fun of games to everyone” – a quote by my favorite game design legend Shigeru Miyamoto – has guided my growth as a gameplay programmer. 

 

Making games is all about fun to me. I am always willing to code gameplay features from start to finish and will also observe and compare real-life behaviors to polish features to help "find the fun."

As a tech enthusiast, I am always excited to see popular and trending techniques come into our lives. My experiences in building robots as well as in VR and AR have allowed me to see the world from a variety of perspectives.

Favorite Games:

  • Divinity Original Sin II

  • Titanfall 2

  • Heroes of Might & Magic III

  • Hades

 

Team Projects

 

2018.12

2018.5

2017.12

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  • Role: Vehicle/Gameplay Programmer

  • Genre: Arcade Racing

  • Dev Time: 16 Weeks

  • Dev Tool: Unreal Engine 4.17

  • Team Size: 56 (15 programmers)

  • Download: PC(Windows)

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  • Role: Gameplay Programmer

  • Genre: First-person platformer

  • Dev Time: 18 Weeks

  • Dev Tool: Unreal Engine 4.19

  • Team Size: 12 (3 programmers)

  • Download: Steam(135K Downloads, 95% Positive)

  • Won 3rd place for best gameplay in the Intel University Showcase at GDC2019

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  • Role: Gameplay Programmer

  • Genre: Puzzle

  • Dev Time: 12 Weeks

  • Dev Tool: Unity 2017.1

  • Team Size: 5 (2 programmers)

  • Download: PC(Windows) Mobile(Android)

Individual Projects

 
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  • RayX Engine is a personal game engine written from scratch in C++11, targeting Windows

  • Supports low-level 2D and 3D rendering, custom math library, 2D and 3D Newtonian physics and corrective/preventive collision, UDP-based netobject system, multi-thread job system, string-based event system and other tools such as built-in devconsole, profiler, and logger

  • Created 2D and 3D demos to showcase engine features

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  • Developed with a projector, camera, LEGO bricks, and personal C++ engine

  • OpenCV and Intel RealSense SDK integration

  • Multi-threading with triple buffer

  • Gridlization and color detection under HSV color space

  • Real-time object combination detection

  • Designed and implemented an asymmetric tabletop turn-based strategy game, Escape, along with this system

  • Designed and implemented a music composer game