Will Zhang
MY PROFESSIONAL JOURNEY
Gameplay / UI Engineer
THINGS I WORK WITH: Unity, C#, Git, Jira, Notion, Slack, Miro, Rider
MAY 2025 - PRESENT
GAME SUMMARY:
A cozy pet simulator focused on emotional bonding with a magical creature named Ember! Players explore a whimsical world, upgrade abilities, unlock lores, customize cosmetics, and gather resources to grow their relationship. You can also invite her back to your home and couch up together!
WORK SUMMARY:
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Rapidly prototyped proof-of-concept systems transitioning VR experiences to mobile platforms
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Implemented modular, production-level VR gameplay and UI systems (Tradeboard, Tutorial UI, Decoration Preview, Thorn Remaining Menu, and various other features)
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Debugged, refactored, and optimized live systems to maintain performance and stability
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Building robust cross-platform Unity systems: VR, Mobile, & now PC/SteamDeck
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Helped maintain clean integration within a shared production codebase
WHAT I LEARNED:
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Professional communication in a fully remote development environment
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Agile production workflows: sprint planning, bug triage, code reviews, daily standups, etc.
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ross-platform system design across VR, PC, and Mobile
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Deepened architectural understanding of Unity’s systems, performance considerations, and modular gameplay structure
COMPANY: Windup Minds
GAMES: Stay: Forever Home, Stay: Your Forever Pet!
PLATFORM: VR / PC / Mobile
GENRE: Cozy Pet Sim
TEAM SIZE: 10-20
Gameplay / UI Engineer
THINGS I WORK WITH: Unreal Engine 5, C++, Perforce, Jira, Confluence, Rider, Discord
AUG 2024 - PRESENT
GAME SUMMARY:
ECH8 is a single-player narrative puzzle experience centered on uncovering the disappearance of an entire alien species. Players repair a damaged ship, translate alien languages, converse with a Personal AI companion, and explore a massive abandoned megastructure. The experience blends immersive exploration with narrative-driven mechanics, where communication with a different being becomes the core puzzle. At its core, ECH8 is about empathy and understanding different perspectives.
WORK SUMMARY:
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Contributed across the full development lifecycle of a narrative-first puzzle game in Unreal Engine 5, from ideation and prototyping to production implementation
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Engineered scalable gameplay and UI systems in C++ and Blueprints, using tools like GAS, UMG, CommonUI, etc.
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Participated in peer code reviews and Agile sprint cycles to refine gameplay systems
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Conducted playtests, gathered actionable feedback, and iterated on mechanics
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Debugged and refactored systems within a Perforce-managed production codebase
WHAT I LEARNED:
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Game development requires forward momentum: progress toward a cohesive build matters more than endlessly expanding ideas (keep a decision doc)
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The importance of rescoping and balancing ambition with technical and production feasibility
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How to approach collaboration professionally, navigate difficult conversations, and resolve team conflicts constructively
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Designing gameplay systems that support narrative intent rather than compete with it
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Building modular mechanics from the ground up for scalability and iteration
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Deepened understanding of Unreal’s Actor lifecycle, memory management, and component architecture
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Strengthened cross-disciplinary collaboration between programmers, designers, and narrative leads
COMPANY: Moon@Noon Studio
GAME: ECH8
PLATFORM: PC
GENRE: First-Person Puzzle
TEAM SIZE: 9
JUL 2025 - DEC 2025
INSTITUTION: Duke University
COURSE: Programming for Game Development
Language: C, C++
GENRE: Academic / Software Eng.
CLASS SIZE: 35
Teaching Assistant
THINGS I WORK WITH: C++, C, Git, VSCode, Linux, Emacs
WORK SUMMARY:
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Supported Programming for Game Development (C & C++) by mentoring 35+ students in debugging, optimization, and code quality improvement
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Guided students through Linux-based development workflows, Git version control, and professional tooling (VS Code, terminal environments)
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Provided structured feedback on assignments and reinforced strong software engineering fundamentals
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Monitored student progress and coordinated with faculty to ensure alignment with course milestones and learning objectives
WHAT I LEARNED:
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How to explain complex programming concepts clearly and adapt explanations to different learning styles
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Strengthened my own C/C++ fundamentals through teaching and review
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Developed sharper debugging instincts by diagnosing a wide range of student errors
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Improved time management and boundary-setting while balancing instructional responsibilities with coursework and projects
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Gained experience in leadership, mentorship, and professional academic collaboration
Gameplay / UI Engineer
THINGS I WORK WITH: Unity, C#, Lua, Feishu, Visual Studio
JUL 2023 - SEP 2023
GAME SUMMARY:
A 2D turn-based mobile RPG with characters having unique abilities.
WORK SUMMARY:
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Implemented a scalable login UI system in Unity, translating UX specifications into production-ready features
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Engineered a persistent login data pipeline using structured serialization and optimized retrieval workflows
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Collaborated within a shared Git-based production codebase to develop modular, maintainable systems
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Took part in rigorous structured code reviews, refactoring efforts, and performance-focused optimizations to improve overall code quality
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Participated in eam knowledge-sharing sessions and internal discussions to align on technical standards and best practices
WHAT I LEARNED:
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Exposure to cross-language integration between C# and Lua within Unity, and learning Lua itself
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Actively incorporating constructive feedback from code reviews to strengthen implementation quality
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Writing modular UI systems that support scalability and long-term maintainability
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Working effectively in a collaborative production environment using shared version control
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How team culture and collaboration directly impact development efficiency and product quality
COMPANY: Baioo Family Interactive
GAME: Unannounced Mobile RPG
PLATFORM: Mobile (iOS/Android)
GENRE: Turn-Based RPG
TEAM SIZE: ~10
Gameplay / UI Engineer
THINGS I WORK WITH: Unity, C#, Git, WeCom, Visual Studio
MAY 2023 - JUL 2023
GAME SUMMARY:
Pavlov Is Busy is a 2D cognitive training mobile game developed in collaboration with Tencent. Designed for players of all ages, the game features a collection of mini-games that strengthen five core cognitive domains: attention, processing speed, working memory, inductive reasoning, and spatial cognition.
WORK SUMMARY:
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Engineered high-performance Unity UI systems using UGUI to support dense, interaction-heavy interfaces in the main menu
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Optimized dynamic data handling and Canvas rendering to maintain responsiveness under high-frequency UI updates
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Implemented scalable UI hierarchies and layout structures to ensure alignment with the design
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Focused on performance stability for mobile platforms (Android/iOS) within a shared Git-based production environment
WHAT I LEARNED:
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Understanding of Unity’s UGUI rendering pipeline, Canvas batching, and draw call behavior
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Techniques for optimizing dynamic UI updates under constrained mobile hardware conditions
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Anchors
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Collaboration within a 10–20 member production team while maintaining clean version control practices
COMPANY: Guangheng Interactive (In Collaboration with Tencent)
GAME: Pavlov Is Busy
PLATFORM: Mobile (Android/iOS)
GENRE: 2D Puzzle Solving Minigames
TEAM SIZE: 10 -20
may 2022 - aug 2022
INSTITUTION: Georgia Institute of Technology
SUBJECT: Introduction to Computational Media
Language: Python
GENRE: Academic / Software Eng.
CLASS SIZE: ~40
Teaching Assistant
THINGS I WORK WITH: Python, VSCode
WORK SUMMARY:
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Supervised Introduction to Computational Media for 40+ students, supporting foundational programming concepts in Python
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Addressed student questions in real time, troubleshooting logic errors and guiding problem-solving approaches
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Designed and evaluated coding assignments, providing structured feedback and reinforcing core programming principles
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Led recitations, held office hours, and facilitated discussions to clarify abstract concepts through practical examples
WHAT I LEARNED:
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Responsibility
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How to break down abstract programming ideas into clear, teachable components for non-technical students
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Strengthened problem-solving agility by diagnosing diverse student approaches and errors
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Developed leadership confidence in managing a large classroom environment
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Gained experience balancing authority and approachability in an instructional role
EDUCATION
MASTER OF ENGINEERING: GAME DESIGN, DEVELOPMENT, & INNOVATION
Duke University
2024 - 2026
GPA:3.9
BACHELOR OF COMPUTATIONAL MEDIA
Georgia Institute of Technology
2020 - 2024
GPA: 4.0