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Projects

Project Highlights

A curated list of Unity client and tooling work. The active indie title "Ebonor: Covenant Awakened" sits at the top, followed by past engagements ordered from newest to oldest.

Indie game · In development

Solo project · Current focus

Ebonor: Covenant Awakened

A 3D roguelite horde survivor about nine deity covenants

Tech Stack: Unity · C# · URP · Shader Graph / HLSL · Blender

Role & Ownership
Solo developer (systems design, client engineering, tech art, tools, partial art production)
Platforms & status
PC · Steam (Playtest planned)

Role & Ownership

  • Designed and implemented the nine-deity covenant system plus weapons/skills/support growth logic.
  • Built all core gameplay loops: character controller, combat cadence, enemy waves, level pacing.
  • Created balancing/debug tooling including combat logs and numeric tuning dashboards for playtests.
  • Handled rigging, GPU animation, shaders, combat VFX, and related performance optimizations.
Combat scene

Past Projects

Past engagements

Sorted newest to oldest, highlighting Unity client and technical art responsibilities.

Jul 2021 – Mar 2024

AOO (SLG)

Shellwood Games, Beijing · Unity client engineer

AOO (SLG)

Large-scale strategy title with Addressables + Lua hotfix architecture. Led major client modules, rendering features, and performance tuning.

Tech Stack: Unity · C# · UGUI · Addressables · SLua · URP · Shader

Role & Ownership

  • Delivered multiple gameplay systems and feature iterations, ensuring milestones shipped on schedule.
  • Implemented and maintained in-game shaders for combat, map, and unit rendering polish.
  • Guided the migration from the built-in pipeline to URP, resolving material compatibility issues.
  • Built profiling workflows to diagnose first-frame and combat bottlenecks, optimizing memory and FPS.
Platforms: Mobile · iOS / Android

Aug 2020 – Jul 2021

Solitaire Home

Beta Games, Beijing · Unity client engineer

Solitaire Home

Card + decoration casual title. Owned activity gameplay, editor tooling, shaders, and overall optimization.

Tech Stack: Unity · C# · UGUI · AssetBundle · Shader · Editor Tooling

Role & Ownership

  • Implemented several activity modes (poker, blackjack, etc.) from logic to presentation.
  • Built Unity editor tools for portal workflows, asset checks, and optimization to boost designer efficiency.
  • Created and maintained shaders for UI/VFX plus character/scene presentation.
  • Led wardrobe system development and global optimization to reduce package size and memory footprint.
Platforms: Mobile · iOS / Android

Jan 2020 – May 2020

Idiom Golden House (sunset)

Handy Technology, Beijing · Unity client engineer

Casual quiz title combining idiom puzzles and monetization. Focused on feature implementation, native bridge work, and optimization.

Tech Stack: Unity · C# · UGUI · Addressables · Native bridge

Role & Ownership

  • Implemented core modules/framework to support fast delivery of levels, events, and meta systems.
  • Wrote iOS/Android bridge functions for ads, billing, and analytics flows.
  • Optimized UI/animation/VFX assets, reorganizing bundles to speed up launch time.
  • Adopted Addressables for resource splitting and on-demand loading to reduce package size and memory.

Dec 2019 – Jan 2020

WordTravel (sunset)

Handy Technology, Beijing · Unity client engineer

Word puzzle game for overseas markets with emphasis on fast loading and steady content cadence.

Tech Stack: Unity · C# · UGUI

Role & Ownership

  • Implemented core gameplay logic including level flow and UI interactions.
  • Optimized assets/performance for mobile to lower first package size and runtime memory.
  • Improved boot sequence and transitions, shortening time-to-game while refining animations.