2.5D Platformer Endless Runner Game

Role: Gameplay Engineer

Time: July 2021 – June 2024

Location: Hangzhou, China

Code & Tool: Unity, C#, Lua, Python

Taptap: https://www.taptap.cn/app/718364?os=android

Narrative System

I designed and developed a comprehensive narrative system in Unity using C# and Lua, featuring both node-graph and timeline-based authoring tools. The system included a custom editor built entirely with Unity’s UI Elements and GraphView API, supporting node creation, dragging, branching, and grouping for visual storytelling. It also provided core editor utilities like open, save, and Excel data synchronization for centralized content management.
I integrated the narrative system with Unity’s Timeline by implementing custom timeline tracks, playable assets, and control markers, along with a binding tool for easy preview and runtime setup. On the runtime side, I unified logic between the node graph and timeline through Lua scripting, ensuring consistent behavior and flexibility. Throughout 1.5 years of development, I collaborated closely with narrative designers, wrote documentation, and iteratively refined features based on their workflow feedback.

Friends & Chat System

I built a fully featured friends and chat system that connected Lua based client logic with a Python microservice backend. The backend supported multi-instance scaling, request validation, and bulk MongoDB operations, ensuring both scalability and reliability.
On the gameplay side, I implemented core social features including friend requests, search and recommendations, group and world channels, private messaging, and blacklist management. This system became a key component shared across multiple live game projects, enabling robust and scalable social interaction for large concurrent player bases.

Effect Management System

I designed and led the development of a cross-project effect management system that streamlined the workflow for artists and programmers. The system introduced scene and inspector previews for realtime visual feedback and supported complex components such as particle systems, animators, and custom scripts.
It featured a time scaling strategy compatible with both gameplay and shader effects, and integrated with the object pool for resource recycling using LRU algorithms. Working with a cross-functional team of 12 that including visual effect artists, I gathered feedback, planned iterations, and improved usability. The system was successfully adopted by five major projects, becoming the studio’s standard for VFX production.

Rendering & Optimization

I implemented and optimized multiple rendering features for both desktop and mobile platforms. My work included managing rendering layers and depth/stencil settings for 2.5D games, as well as developing dynamic GPU instancing that improved draw call efficiency by over 30%.
I also created a baked light loading system that automatically handled the loading and unloading of lightmaps for dynamic objects, reducing memory usage by approximately 20%. To ensure visual accuracy and performance, I frequently used RenderDoc and Unity Profiler to debug rendering behavior across devices and platforms.

Gameplay Systems

I implemented core gameplay systems for the horizontal endless runner game, developing mechanics under lockstep synchronization and contiguous memory constraints for deterministic behavior.
I built on the player ability system and behavior tree logic to support varied gameplay patterns. I also developed UI frameworks using MVVM architecture, with custom event binding and nested scroll views for dynamic interfaces.
To ensure smooth mobile performance, I profiled and optimized asset loading with pre-spawning, asynchronous loading, and lazy loading, significantly improving frame stability and memory efficiency.

Performance Profiling

I conducted extensive performance profiling and analysis on both editor and mobile builds using Unity Profiler, Memory Profiler, and RenderDoc frame captures. I identified CPU and GPU bottlenecks, optimized scene preloading, and validated improvements through iterative testing.
Each optimization cycle was documented in performance reports shared with the engineering team, contributing to studio-wide knowledge on runtime efficiency and mobile optimization practices.

Mentorship & Collaboration

Beyond feature work, I mentored three interns and junior engineers, providing technical guidance on Unity workflows, Lua integration, and system architecture. I led code reviews and paired debugging sessions to help improve their coding standards and overall development efficiency. This mentorship experience strengthened collaboration across the gameplay engineering team and supported the growth of new developers.