Work
Projects spanning game client development, content creation and engine engineering — games in Unreal Engine 5, C++, Blueprints and Godot, plus graphics and cross-platform engine work.
Reforge
A post-apocalyptic top-down survival game built with UE5.6, with core mechanics inspired by Project Zomboid and Deep Rock Galactic.

Changjiang Journey
Changjiang Journey follows the culture of the Yangtze River as its narrative thread. Each stage explores one NPC’s cultural journey through a distinct minigame.

FPS Demo
An early-to-mid-development first-person shooter demo built with UE5.8, focused on recreating the interaction feel of Rainbow Six Siege, Delta Force, and PUBG.
Hazel
A cross-platform, modern C++ engineering overhaul of Hazel, extending the Windows-focused teaching engine into a desktop graphics framework with multiple platforms and rendering backends.
UE5.6 Top-Down Multiplayer Survival-Building Game
A post-apocalyptic top-down survival game built with UE5.6, with core mechanics inspired by Project Zomboid and Deep Rock Galactic.
- Combined UE C++ and Blueprints to build the base terrain and key early-stage gameplay functionality.
- Integrated PCG and GAS to support procedural content generation and efficient production.
Changjiang Journey — Godot Wuhan Cultural Text Adventure
Changjiang Journey follows the culture of the Yangtze River as its narrative thread. Each stage explores one NPC’s cultural journey through a distinct minigame.
- Built a custom RAG knowledge base so NPCs can respond differently to player-written text and behavior.
- Used Godot state machines and animation trees to build player animation behavior.
- Used an AI-assisted workflow to produce some of the game’s art and music assets.
UE5.8 First-Person Shooter Demo
An early-to-mid-development first-person shooter demo built with UE5.8, focused on recreating the interaction feel of Rainbow Six Siege, Delta Force, and PUBG.
- Built character animation behavior for standing, walking, running, crouching, going prone, and vaulting with Unreal Blueprints.
- Designed modular weapon components and multiple throwable types.
- Used Codex with Unreal MCP to explore AI-assisted game development.
Modernizing the Hazel C++ Game Engine
A cross-platform, modern C++ engineering overhaul of Hazel, extending the Windows-focused teaching engine into a desktop graphics framework with multiple platforms and rendering backends.
- Added Linux and macOS support and replaced premake with xmake to unify project generation, dependency organization, and example builds across platforms.
- Modernized engine code with C++20 and extended support for Vulkan and Metal.
- Investigated modules, separated boundaries, and resolved issues around the shader library, resource loading, and rendering abstractions.