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Hi there, I’m Lan

Senior Unity Client Developer (Base Beijing)

“Focused on rendering & asset pipelines / performance / editor tooling, 7+ years across mobile + indie.”

Target role: Senior Unity client developer (rendering / tooling / performance).

Able to own gameplay, rendering and tooling end-to-end—from zero to sustainable iteration.

Since 2017 I’ve built Unity clients across SLG, casual and educational mobile titles, covering gameplay & UI features, shaders, Addressables/AssetBundle pipelines, URP upgrades, performance optimization and editor tooling.

Rendering & URP pipeline
Addressables · Asset pipeline
Performance profiling & optimization
Tooling & debug panels
Ebonor project showcase

Currently working on: Ebonor

Ebonor: Covenant Awakened|Solo 3D roguelite survivor
Systems design & Architecture / URP rendering / Addressables

Owning the full production from gameplay design to performance profiling. Features deity-based build systems and custom skill editors.

View case
Modular Combat Demo

Modular Combat Framework (Unity Combat Demo)

Clean architecture with Actor/Buff/Skill separation. Features ScriptableObject-driven design and centralized ticking for high scalability.

SLG Map Demo

SLG High-Perf Map Solutions (SLG Map Demo)

Solving SLG technical hurdles: LWC precision, GPU Instancing for 10k+ units, and optimized Math Picking.

Performance Optimization

Performance Optimization & Best Practices

Standardized PDR flow (Profile-Diagnose-Review) from professional projects. Tuning DrawCalls, Memory, GC, and hardware profiling.

View detailed docs