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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:

  • Rapidly prototyped proof-of-concept systems transitioning VR experiences to mobile platforms

  • Implemented modular, production-level VR gameplay and UI systems (Tradeboard, Tutorial UI, Decoration Preview, Thorn Remaining Menu, and various other features)

  • Debugged, refactored, and optimized live systems to maintain performance and stability

  • Building robust cross-platform Unity systems: VR, Mobile, & now PC/SteamDeck

  • Helped maintain clean integration within a shared production codebase

WHAT I LEARNED:

  • Professional communication in a fully remote development environment

  • Agile production workflows: sprint planning, bug triage, code reviews, daily standups, etc.

  • ross-platform system design across VR, PC, and Mobile

  • 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

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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:

  • Contributed across the full development lifecycle of a narrative-first puzzle game in Unreal Engine 5, from ideation and prototyping to production implementation

  • Engineered scalable gameplay and UI systems in C++ and Blueprints, using tools like GAS, UMG, CommonUI, etc.

  • Participated in peer code reviews and Agile sprint cycles to refine gameplay systems

  • Conducted playtests, gathered actionable feedback, and iterated on mechanics

  • Debugged and refactored systems within a Perforce-managed production codebase

WHAT I LEARNED:

  • Game development requires forward momentum: progress toward a cohesive build matters more than endlessly expanding ideas (keep a decision doc)

  • The importance of rescoping and balancing ambition with technical and production feasibility

  • How to approach collaboration professionally, navigate difficult conversations, and resolve team conflicts constructively

  • Designing gameplay systems that support narrative intent rather than compete with it

  • Building modular mechanics from the ground up for scalability and iteration

  • Deepened understanding of Unreal’s Actor lifecycle, memory management, and component architecture

  • 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

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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: 

  • Supported Programming for Game Development (C & C++) by mentoring 35+ students in debugging, optimization, and code quality improvement

  • Guided students through Linux-based development workflows, Git version control, and professional tooling (VS Code, terminal environments)

  • Provided structured feedback on assignments and reinforced strong software engineering fundamentals

  • Monitored student progress and coordinated with faculty to ensure alignment with course milestones and learning objectives

WHAT I LEARNED:

  • How to explain complex programming concepts clearly and adapt explanations to different learning styles

  • Strengthened my own C/C++ fundamentals through teaching and review

  • Developed sharper debugging instincts by diagnosing a wide range of student errors

  • Improved time management and boundary-setting while balancing instructional responsibilities with coursework and projects

  • 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:

  • Implemented a scalable login UI system in Unity, translating UX specifications into production-ready features

  • Engineered a persistent login data pipeline using structured serialization and optimized retrieval workflows 

  • Collaborated within a shared Git-based production codebase to develop modular, maintainable systems

  • Took part in rigorous structured code reviews, refactoring efforts, and performance-focused optimizations to improve overall code quality

  • Participated in eam knowledge-sharing sessions and internal discussions to align on technical standards and best practices

WHAT I LEARNED:

  • Exposure to cross-language integration between C# and Lua within Unity, and learning Lua itself

  • Actively incorporating constructive feedback from code reviews to strengthen implementation quality

  • Writing modular UI systems that support scalability and long-term maintainability

  • Working effectively in a collaborative production environment using shared version control

  • 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

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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:

  • Engineered high-performance Unity UI systems using UGUI to support dense, interaction-heavy interfaces in the main menu

  • Optimized dynamic data handling and Canvas rendering to maintain responsiveness under high-frequency UI updates

  • Implemented scalable UI hierarchies and layout structures to ensure alignment with the design

  • Focused on performance stability for mobile platforms (Android/iOS) within a shared Git-based production environment

WHAT I LEARNED:

  • Understanding of Unity’s UGUI rendering pipeline, Canvas batching, and draw call behavior

  • Techniques for optimizing dynamic UI updates under constrained mobile hardware conditions

  • Anchors

  • 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

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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:  

  • Supervised Introduction to Computational Media for 40+ students, supporting foundational programming concepts in Python

  • Addressed student questions in real time, troubleshooting logic errors and guiding problem-solving approaches

  • Designed and evaluated coding assignments, providing structured feedback and reinforcing core programming principles

  • Led recitations, held office hours, and facilitated discussions to clarify abstract concepts through practical examples


WHAT I LEARNED: 

  • Responsibility

  • How to break down abstract programming ideas into clear, teachable components for non-technical students

  • Strengthened problem-solving agility by diagnosing diverse student approaches and errors

  • Developed leadership confidence in managing a large classroom environment

  • 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

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