10+ years of experience in the game industry as a Unity engineer.
Based on my work experience, I am skilled at designing architecture, organizing solutions, troubleshooting issues, and optimizing performance to keep projects in peak condition. I am dedicated to ensuring that each project achieves the highest standards in both technical and production aspects.
八月 2022 - Present
- Game Development
* Live Streaming Baccarat
* Bingo
* Fish Game
* Color Dice
* Texas Holdem
* Slot (Way、Line、Any)
- Optimization
* Enhance Web Socket connection methods
* Improve resource-loading techniques
* Optimized game startup process
十月 2018 - 七月 2022
- Martial Arts Action Puzzle Game “Fate Seeker 2”
* Lead-in Asana to make sure the development progress under control
* Implemented the project framework JSLCore
* Implemented the seamless open world system and workflow
* Implement automate assets importing and processing
* Import Jenkins CI/CD process
* Optimized art and designers workflow to reduce repetitive works
* Optimized GC, CPU, Memory, Build size and AssetBundle
Size
* Import Domain-Driven Design to improve work efficiency
八月 2018 - 十月 2018
* In charge of optimization
* Optimized resources system and AssetBundle system, improved the loading time by a half
* Optimized the package size by more than a half
* Optimized the CPU usage and GC to support low-end devices
* Implemented tools to help the development flow
* Optimized the gameplay experience by implementing object pools
六月 2015 - 五月 2018
- Participated in a soccer mobile game “Supercharged World Cup”
* Polish the game performance to a better situation on CPU usage, GC, memory and draw calls.
* Polish and refractor the project structures to a better understanding level.
* Implement the SimpleUnitTest framework to do the unit test easily.
* Integrate unity shaders in the projects
* Polish the car, wheels, topper and boost creating the pipeline with Artists to optimize the workflow.
* Polish the UI animation implement pipeline with UI/UX designers.
* Implement the MatCap shader to challenge a better graphics.
* Dived in researching UGUI structure and optimized it.
- Implemented a splashtoon like mobile game “Super Splash”
* Startup the RIUnityCore which is a framework to share with all projects in the company.
* Implemented the socket connecting with LiteNetLib
* Achieved the painting feature on the mobile device with an acceptable performance level.
* Achieved the splashtoon MVP in two weeks.
- Participated in a soccer mobile game “Rocketball: Championship Cup”
* Successfully supervised the team to achieve different game design needs. * In charge of optimizing the game to a stable situation, including CPU usage,
memory usage, draw call and so on.
* Implemented the replay, AI, and physics system.
* Implemented FTUE.
* Implemented GameCenter and GooglePlayServices. * Designed the core structure
* Achieved the MVP in one week.
- Participated in a strategy mobile game “Independence Day: Extinction”
* Implemented the event system in the latest published version.
* Implemented the analytics system with DeltaDNA.
* In charge of the engineers’ weekly recap.
六月 2015 - 十月 2016
- Participate in a puzzle game “GuiltyGate 罪之門”
* Complete the whole game in one mouth personally.
* Setup the automatical build pipeline.
* Create the cleint database system and generate the correspond scripts automatically.
二月 2014 - 六月 2015
- Participate in a casual game “JelloSmash”
* Develop the client side of the game personally.
* Complete the project in six months.
* Using Unity plugins, NGUI and 2D ToolKit.
* Implement the social SDK, Facebook SDK, Google Admob and Google Game Play Service.
- Participate in a casual game “BattleCore”
* In charge of exporting the iOS version.
* Complete the MVP version with 3 engineers.
* Design the skill system.
* Support to import assets from Spine2D.
2008 - 2012