Working Experience

Gameplay Programmer

  • Implement gameplay systems and features in Skull&Bones and Assassins’ Creed Red.
  • Collaborated with a team size of 15 people including game designers, UX designers, level artists, UI artists and technical artists.
  • Worked with teams from Ubisoft Sinapore and Montreal.
  • Fully support Skull&Bones from pre-Alpha to Beta.

Android Developer

  • 3 months internship in Teambition
  • Implement advanced search function
  • Implement Gantt graph module with OpenGL ES

Personal Projects

Tale of Dragon

  • An VR dragon rider experience build with Oculus Quest Pro and an VR motion chair.
  • Sychronize the motion chair with the dragon movement.
  • Served over 50 guests in a festival held by Entertainment Technology Center of Carnegie Mellon University

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In the Shadow

  • An AR experience using the Oculus’ passthrough feature.
  • Player holds a virtual flashlight that can light up both the real world and the virtual world.
  • Player solves puzzles by projecting virtual objects’ shadows onto real world’s surfaces.

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  • Single player platform puzzle game with a core gameplay of changing the camera view between 3D and 2D.
  • Start menu embedded into openning animations.

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Rendering Translucent Object using OptiX

  • Real-time ray-tracing render framework specific for translucent objects.
  • Implement based on OptiX for parallel computing with GPU.

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Fire Rendering Methods in Games

  • A research project of currently exsisting fire rendering methods in games.
  • Implement methods inside Unity.
  • Explore the potiential of volumetric rendering fire.

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Contact Me


Phone: +1 412-378-8424


Something About Me

  • Now taking master’s degree at the Entertainment Technology Center of Carnegie Mellon University
  • Love traveling and dream pop.