I’m Adrian (Jinlei) Lee, a gameplay programmer focused on building practical, data-driven systems in Unreal Engine (UE4/UE5). Over the past 2.5 years, I’ve worked across a third-person action RPG demo co-developed with Tencent, a commercial cross-platform MMO, and VR product development for Pico standalone headsets—shipping features while keeping performance and designer workflows in mind. I enjoy owning technical design and milestone delivery end-to-end, from combat timing and buff/status effect frameworks to quest graphs, inventory, UI pipelines, and MMO economy/chat/group systems. When a situation needs it, I can also dive below the gameplay layer—having built a custom C++17 engine in my own time—so I can help teams move quickly with robust, maintainable code.…

ADRIAN (JINLEI) LEE

I’m Adrian (Jinlei) Lee, a gameplay programmer focused on building practical, data-driven systems in Unreal Engine (UE4/UE5). Over the past 2.5 years, I’ve worked across a third-person action RPG demo co-developed with Tencent, a commercial cross-platform MMO, and VR product development for Pico standalone headsets—shipping features while keeping performance and designer workflows in mind. I enjoy owning technical design and milestone delivery end-to-end, from combat timing and buff/status effect frameworks to quest graphs, inventory, UI pipelines, and MMO economy/chat/group systems. When a situation needs it, I can also dive below the gameplay layer—having built a custom C++17 engine in my own time—so I can help teams move quickly with robust, maintainable code.…

Available to hire

I’m Adrian (Jinlei) Lee, a gameplay programmer focused on building practical, data-driven systems in Unreal Engine (UE4/UE5). Over the past 2.5 years, I’ve worked across a third-person action RPG demo co-developed with Tencent, a commercial cross-platform MMO, and VR product development for Pico standalone headsets—shipping features while keeping performance and designer workflows in mind.

I enjoy owning technical design and milestone delivery end-to-end, from combat timing and buff/status effect frameworks to quest graphs, inventory, UI pipelines, and MMO economy/chat/group systems. When a situation needs it, I can also dive below the gameplay layer—having built a custom C++17 engine in my own time—so I can help teams move quickly with robust, maintainable code.

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Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate

Work Experience

Gameplay Systems Programmer / Project Lead at Wuhan Guangyue Interactive Technology
October 1, 2024 - Present
Co-developed a third-person action RPG demo with Tencent and contributed to a commercial cross-platform MMO. Designed and implemented a data-driven quest framework for non-linear narrative with multi-entry triggers, runtime state branches, and divergent resolutions. Built a lightweight C++ combat and buff/status-effect framework as an alternative to GAS, emphasizing frame-accurate skill timing, low allocation overhead, and decoupled interfaces among skills, status effects, and animation. Engineered inventory and world-interaction systems with persistent/consumable/world-trigger separation and validation on state changes. Implemented MMO economy flows (storefront refresh, server-wide limited stock, client-server purchase), plus chat and group systems (global/proximity/friends/party). Built runtime dialogue/narrative UI pipeline connecting branching dialogue data to gameplay state machines. Promoted to lead programmer within four months, owning technical design and milestone delivery.
Unreal Engine Programmer at Shiguangchong Technology Co., Ltd.
April 1, 2024 - September 30, 2024
Developed VR software products in Unreal Engine for Pico standalone headsets as a full-time programmer in a small team. Worked across core gameplay interaction and VR locomotion, UI integration, scene composition, packaging, and on-device testing for deployment on standalone hardware.
Gameplay Systems Programmer at The Zombie Apocalypse: Extinction
June 1, 2022 - June 30, 2023
UE4 mobile survival roguelike (team project, published on TapTap). Implemented core gameplay systems for the published title.

Education

B.S. Software Engineering at Shanghai Institute of Technology
September 1, 2020 - June 30, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate