Professional Projects


Harry Potter: Magic Awakened

A TCG-like game, focusing on card collection and upgrade.

I briefly worked on this project (Dec. 2021 – Apr. 2022) as an engine programmer on Wwise Audio. I also implemented dedicated graphic utilities for our audio designers.

Onmyoji Idol Project

Multimedia IP Plan in the Onmyoji world.

Working on this project is an amazing but unsettling experience. I’m currently an engine programmer mainly focusing on multiplatform native plugins and rendering.

I do a little bit of audio job as well, due to my previous experience in Wwise.

Cygnus Enterprises

Top-Down Shooter, which serves as the stepping-stone project of NetEase’s first international team.

It was the starting point of my career. I was doing graphics jobs using HLSL and worked on related scripts for integration with C# during my internship (Jul. – Sept. 2020).

Tech Demos


Location Based Service in Onmyoji

A major effort to build a procedural scene based off the real-life map data. There’s data retrieving, parsing, pruning and scene generation, involving multiple talented guys & gals in the Zen Studio.

We designed a patented algorithm where we first use a soft-rasterizer to convert map data into “pixels”, then we run a specifically tuned Erosion Algorithm to get the skeleton of the city’s road.

After this, we generate road meshes and arrange buildings. Seeing CV/CG algorithms working together is AMAZING!

See details in my 2023 portfolio.

Environmental Mapping Fresnel Approximation (OpenGL, C++)

Computer Graphics II course assignment. Tried to implement Fresnel Effect using GLSL.

5 shaders involved: Reflection sample only, Refraction sample only, Reflection/Refraction Blended, Fresnel Effect Schlick Approximation, Fresnel Debug.

Rigidbody Particles Based on Unity Compute Shader (Unity, HLSL)

Done in several weeks as Computer Graphics course-project, we used rendering utilities provided by Unity-CJ-Lib and Unity’s compute shader to drive a pure GPU-based rigidbody system.

Open sourced. GitHub Project Link

Catmull-Clark Mesh Subdivision (C++)

Part of CG II course project, done with Fu Xinyi & Zhang Qihao. Visualization of this project is done by MeshLab.

Open-sourced. GitHub Project Link

JUCE DSP Mixer (JUCE C++)

Low Volume suggested if you’re gonna watch this one!

A VST3 plugin built on JUCE Framework, where I process samples and fly on frequency domain.

3 filters and 6 effects are implemented in real-time and very closely resembles the hearing experience of Sound Voltex – A KONAMI rhythm game that’s very popular in East Asia.

GitHub Project Link

Games / Projects


2D Hack’n’Slash – NetEase Mini Project

The Mini Project is what NetEase uses to test & strengthen the newcomers’ abilities. We were given 3 months to produce a playable game with full mechanics and original arts. A mini project group consists of 2 designers, 2-3 artists and 4 programmers.

More details about this project are classified, I can only show some VFXs I made here. I did the modeling work by Blender, implemented the shaders by ShaderGraph.

This project won the excellent newcomer project award. More Details in Post.

Code: Xephiratone

TPS/Rhythm tech demo.

Developed totally by myself, implemented various ideas that I thought to be interesting. It has an aim-assist system that makes the feeling better, and rewards you for shooting on the beats.

The Final Gameplay Demo can be seen in this post.

Unity Driving Simulator

Based on Vehicle Physics Pack provided by the lab. Features procedural generated road blocks and NPCs, capable of maintaining the simulation for a long period, to be used as a assisted-driving validator.

The backend of this project is SUMO, it uses a TCP connection to communicate with the client.

Astral Night(Kid storytelling app)

Mainly a UI Design concept. I took the programmer role in it, implemented the story sequence and the interactive story making session.

Open-Sourced: GitHub Project Link

Connect-4 AI

AI course project, done with Ren Yijing and Cao Songhui.

I was the main architect that built the action system so Cao can use his algorithmic talent to program an AI based on Adversary Search. We also tried various optimization and achieved a search depth of 11.

Open-sourced. GitHub Project Link