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Resume

Lan Zhang | Detailed Resume

Target role: Unity client engineer (remote | Beijing timezone).

7+ years building Unity clients with a focus on rendering/resource pipelines, performance optimization, and editor tooling. Currently full-time on the indie project “Ebonor”, owning system design and full production.

Experience

Indie Game Development · Client Developer · Designer · Live Ops

Solo survivor-like with buildcraft focus; responsible for the entire development pipeline and release operations.

2024.03 – Present | Beijing

  • Own the full production pipeline for Ebonor: from gameplay design and client implementation to builds and releases.
  • Designed the Nine-Deity contract system plus the build framework for weapons / skills / support skills to support extensible builds and tunable balance.
  • Built combat logs, numeric tuning panels, and related tools to support playtests, balance adjustments, and version iteration.

Beijing Kemu (Shellwood) Games · Unity Client Developer

Mid-core SLG mobile title; responsible for core features, UI flows, and rendering / performance governance.

2021.07 – 2024.03 | Beijing

  • Developed core client modules for AOO, including combat presentation, main hub, and feature page flows.
  • Led Addressables grouping and loading strategies, collaborating with art and design to optimize initial package size and memory usage.
  • Contributed to rendering pipeline upgrades and performance analysis workflows, continuously tracking FPS, stutter, and other key performance issues.

Beijing Beta Technology · Cards + Progression Project · Unity Client Developer

Cards + progression project; responsible for event gameplay and tooling support.

2020.08 – 2021.07 | Beijing

  • Owned client implementation and maintenance for major live-ops events and their integrations with core gameplay in Solitaire Home.
  • Built event templates and visual configuration tools so operations could reuse and rapidly iterate on event content at low cost.
  • Implemented resource validation and one-click build scripts to reduce failed builds and investigation time, improving release efficiency.

Beijing Handy Technology · Small Self-Developed Titles · Unity Client Developer

Client and tooling work across multiple education / casual products.

2017.08 – 2020.05 | Beijing

  • Built and iterated on core UI and interaction logic for Long March 3D / 2D and other titles.
  • Implemented reusable modules such as A* pathfinding and resource management and applied them across several mini games.
  • Handled Unity-to-native bridging plus ads / payment integrations to support launches and monetization needs.

Selected project highlights are listed below in “Project Summary”.

Project Summary | Core Unity-focused work

A short list of recent projects that best align with Unity client, tooling, and performance expectations.

Ebonor (Indie 3D Roguelite)

2024.03 – Present

Full-time personal project combining a Nine-Deity contract system, buildcraft, and fast-paced combat; own the entire loop from design to release.

  • Designed the Nine-Deity contract system and synergy rules between weapons / skills / support skills to support multiple build archetypes and scalable balance.
  • Implemented player control, enemy waves, event-driven level pacing, and combat cameras to keep feel and pacing aligned.
  • Developed combat logs, numeric tuning panels, and live build-edit tools to support playtests, balance adjustments, and version validation.

AOO (SLG)

2021.07 – 2024.03

Global-facing SLG project; responsible for core client modules and performance governance, and contributed to rendering and asset pipeline upgrades.

  • Owned core client modules including in-battle presentation, main hub, and feature pages, participating end-to-end from spec review to live iteration.
  • Contributed to migrating the rendering pipeline from built-in to URP, working with art to resolve material and VFX compatibility and tuning.
  • Set up Addressables grouping plus one-click build / hotfix flows to optimize initial package size and loading experience.

Solitaire Home (Cards + Progression)

2020.08 – 2021.07

Lightweight cards + progression mobile game; responsible for live-ops events, tooling, and visual presentation.

  • Built live-ops event templates and visual configuration flows so designers could launch new events and collaborations with low overhead.
  • Developed resource validation and one-click build tools to reduce failed builds and manual debugging time, improving release throughput.
  • Owned character outfit pipeline, UI look, and parts of shader work to raise overall visual quality.

Education

Tangshan University · Computer Science and Technology

Self-taught Unity during college and shipped several small games.