"Building performant, player-first experiences with clean architecture and iterative craft."
| Domain | Technologies & Focus |
|---|---|
| Engines | Unreal Engine 5 (UMG/Slate, GAS, Behavior Trees, EQS), Unity (UGUI, UI Toolkit, DOTS fundamentals) |
| Languages | C++ (primary), C#, Lua, Python, Blueprints/Visual Scripting |
| Systems | Modular gameplay architecture, AI behavior systems, procedural generation, UI/UX frameworks |
| Optimization | Memory profiling, draw-call reduction, async loading, platform-specific tuning (PC/mobile) |
| Workflow | Git, Perforce, Figma, Agile/Scrum, CI/CD concepts |
- Architected modular combat, parkour, and AI enemy systems using Behavior Trees & EQS
- Implemented profiling passes to maintain stable 60 FPS during complex sequences
- Awarded perfect grade (A+) as HKU Final Year Project
- Integrated Llama LLM, Whisper STT, and F5 TTS into low-latency conversational pipeline
- Optimized inference/animation sync to achieve <500ms end-to-end response time
- Designed context-management and fallback logic for robust edge-case handling
- Led 10-person freelance team to build top-down action game with procedural map generation
- Implemented data-driven enemy AI using finite state machines and event buses
- Featured #1 Most Popular on Unity Play Winter Showcase 2024 (334 submissions)
- Developed intuitive timeline/camera panels for cinematic authoring workflow
- Optimized widget rendering and data-binding to reduce memory overhead by ~30%
- Collaborated with non-technical artists to translate creative needs into stable tooling
Professional Client Delivery (Press Start Studios)
- Built interactive data-visualization tools for educational gameplay, translating complex utility metrics into intuitive player feedback
- Implemented branching narrative logic and inventory systems with audit-friendly logging for stakeholder review
- Delivered on schedule for government client (Water Supplies Department), demonstrating reliability in production pipelines
Multiplayer Framework Prototype
- Architected modular Gameplay Ability System (GAS) components for networked character abilities, attribute replication, and prediction
- Practiced RPC patterns, state synchronization, and lag compensation fundamentalsโdirectly applicable to AAA multiplayer features
- Clean, documented C++ codebase emphasizing extensibility for future ability additions
Titles Shipped: 15+
Cumulative Plays: 24M+
Peak MAU: 1M+
Peak Concurrent: 1,350+
Languages Supported: 7+ (i18n pipelines)
Code Reviews Led: 50+// Clean, modular, and player-first
class GameplaySystem {
// 1. Design for iteration: decouple logic, expose tunables
// 2. Profile early: memory, CPU, GPU budgets guide architecture
// 3. Document decisions: why > what for future maintainability
// 4. Collaborate openly: code is a conversation with teammates
};- Performance-aware: I profile before optimizing, measure before assuming.
- Modular by default: Systems are composable, testable, and replaceable.
- Player-centric: Mechanics serve experience; UX is part of the code.
- Growth mindset: I learn from failures, share wins, and iterate constantly.
๐ง nwkemail@gmail.com | ๐ Hong Kong | ๐ B.Eng. Computer Science, HKU (July 2026)
- Gameplay Engineering roles (UE5/Unity, C++/C#)
- Tools programming, AI systems integration, or technical design
- Contract, freelance, or full-time opportunities
- Remote or relocation-ready (open to global teams)
Let's build something exceptional together. ๐ฎโจ
๐ก Tip for recruiters: My portfolio includes playable demos, code samples, and technical breakdowns. Feel free to reach out for deeper architecture docs or repository access.

