Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Language
English
Advanced
Chinese
Fluent
Japanese
Intermediate
Work Experience
Gameplay Programmer at Martian Lawyers Club
January 31, 2025 - August 9, 2025Developed game features using ECS architecture including reward drops, weather systems, music/sound effects, and cinematic camera movement. Resolved major in-game issues such as numerical overflow in combat calculations causing character death. Designed and implemented various character behaviors including Idle, Move, Attack, and Squash. Created the Reward Screen and Setting Screen with dynamic effects for in-game UI elements featuring a '2D Paper Cutout with 3D Environments' visual style. Developed visual effects for the Forge system to enhance player anticipation and excitement.
Sr. Software Engineer at XRSpace Co., Ltd.
July 31, 2024 - August 9, 2025Integrated Dubbing AI Voice Changer with Agora and OpenAI's ChatGPT functionalities across Android, iOS, and PC platforms within the first week. Integrated AI-generated motion files from team-trained Diffusion model into Unity Avatar skeleton enabling AI-choreographed avatar dances. Enhanced motion fluidity by 90% using a 'one euro filter' to reduce noise. Deployed a Flask server with Gunicorn and Nginx in an Ubuntu Docker environment to streamline cloud-based management of AI-generated motion files, achieving 70% more efficient workflow. Rapidly coordinated AI tuning and testing tools, reducing manual inspection time by 84%.
Lead Software Engineer at Moregeek Entertainment Inc.
October 31, 2023 - August 9, 2025Designed the architecture for a game program and optimized game performance by 40%. Streamlined 70% of the development workflow by establishing Jira delivery processes, code review, Git version control strategies, and developing automated tools for designers. Directed UI standardization and technical framework selection, ensuring high-quality user interfaces and efficient resource utilization. Coordinated cross-departmental collaboration managing partnerships with over 10 people and facilitated seamless remote development between Taipei, Kaohsiung, and the USA.
Sr. Game Engineer at iCan Entertainment Co., Ltd.
August 31, 2022 - August 9, 2025Developed 50% of the project’s systems including Guild, Gacha, Shop, and Seasonal Competitive Systems. Designed game programming architecture, led maintenance and optimizations to ensure scalability and robust performance. Engineered iOS and Android SDKs for key services such as login and in-app purchases, reducing integration time by 40% with third-party services. Managed complete CI/CD pipeline and App Store submission process, streamlining deployment and ensuring compliance with platform guidelines.
Sr. Game Engineer at 001 Studios CO., Ltd.
January 31, 2021 - August 9, 2025Developed 40% of game mechanics and systems including items, skills, combat, and bot systems. Wrote unit tests in Unity achieving 70% test coverage to increase reliability. Integrated CI/CD pipeline via GitHub, Docker, and Jenkins enhancing development efficiency and streamlining deployments. Applied advanced software design methodologies such as DDD, ATDD, BDD, and TDD, leading to successful Steam launch with robust unit testing for reliability and performance.
Sr. Game Engineer at Imperial Tech.
April 30, 2020 - August 9, 2025Developed 50% of the game’s combat and AI systems and created editor tools using Unity with Scriptable Objects for efficient data storage. Built and modularized AI behavior trees enabling designers to independently test AI behaviors, reducing communication overhead by 80%. The game quickly rose to No. 2 on the Steam bestseller list with 98% overwhelmingly positive reviews. Won the International Indie Game Award (IGA) 2022 for Best Narrative and was selected by Kotaku as one of the Top 10 Games of the Year.
Sr. Game Engineer at MOGiN GAMES
February 28, 2019 - August 9, 2025Utilized UGUI for game UI development, writing page-switch functions and tooling integration for UI effects like level-up and star-up effects. Used ECS framework for UI system planning and reconstruction, separating logic and data levels. Implemented trap and mission event systems through ECS behaviors. Developed enemy AI behavioral systems and paired editor tools such as Amplify Shader Editor and Shadero Sprite for creating shaders and special effects including rainfalls, deformations, and camera lens effects.
Game Producer at UnicornVR Entertainment Co., Ltd.
March 31, 2018 - August 9, 2025Designed, planned, and implemented game products, producing game project documents including GDDs and TDDs while supervising gameplay outcomes and experience. Efficiently communicated and coordinated with team members, integrating and allocating resources, dividing tasks, managing schedules, uniting team members, and developing workflows and teamwork systems. Assisted in creating the VR JUMP brand, participated in operational meetings, helped draft business strategies and vital arrangements beneficial to company growth, and provided pragmatic suggestions and practical plans. Solved technical issues with international business partners and marketing products overseas. Involved in more than a dozen projects successfully developed and published for sale within a year, leading more than 5 projects with award-winning outcomes.
Game Engineer at UnicornVR Entertainment Co., Ltd.
April 30, 2017 - August 9, 2025Developed puzzle systems and main gameplay flow for VR room escape games using Photon SDK for connection mechanisms. Created interactive systems for simulation genre products. Fixed issues with projectiles not registering on targets for shooting genre products. Independently developed a complete AR interactive solution which was directly monetized and successfully gained a large customer base.
Gameplay Programmer at Martian Lawyers Club, London, United Kingdom
January 31, 2025 - August 9, 2025Developed game features using ECS architecture including reward drops, weather systems, music and sound effects, and cinematic camera movement. Resolved major in-game issues including numeric overflow in combat calculations causing character death. Designed various character behaviors such as Idle, Move, Attack, and Squash to enhance expressiveness in gameplay. Created the Reward Screen and Setting Screen with dynamic effects for all in-game UI elements achieving a '2D Paper Cutout with 3D Environments' visual style. Designed and developed visual effects for the Forge system, enhancing player anticipation and excitement.
Senior Software Engineer at XRSpace Co., Ltd., Taipei, Taiwan
July 31, 2024 - August 9, 2025Integrated Dubbing AI Voice Changer with Agora and OpenAI's ChatGPT functionalities into existing online multiplayer platform across Android, iOS, and PC within first week. Integrated AI-generated motion files from team-trained Diffusion model into Unity Avatar skeleton allowing avatars to perform AI-choreographed dances. Enhanced motion fluidity by 90% using a one euro filter to significantly reduce noise. Deployed a Flask server with Gunicorn and Nginx in Ubuntu virtual environment using Docker to streamline cloud-based management of AI-generated motion files achieving a 70% more efficient workflow from Diffusion to Unity. Coordinated AI tuning and testing tools development reducing manual inspection time by 84%.
Lead Software Engineer at Moregeek Entertainment Inc., Taipei, Taiwan
October 31, 2023 - August 9, 2025Designed architecture for game programming and optimized game performance by 40%. Streamlined 70% of the development workflow by establishing Jira delivery processes, code review, and Git version control strategies, and developing automated tools for designers enhancing team productivity and project quality. Directed UI standardization and technical framework selection ensuring high-quality user interfaces and efficient resource utilization. Managed cross-departmental collaboration and partnerships with over 10 people, facilitating seamless remote development between Taipei, Kaohsiung, and the USA.
Senior Game Engineer at iCan Entertainment Co., Ltd., Taipei, Taiwan
August 31, 2022 - August 9, 2025Developed 50% of the project's systems including Guild, Gacha, Shop, and Seasonal Competitive System. Designed the game programming architecture, leading maintenance and optimization to ensure scalability and robust performance across all features. Engineered iOS and Android SDKs for key services including login and in-app purchases achieving a 40% reduction in integration time with third-party services. Managed the complete CI/CD pipeline and App Store submission process streamlining deployment and ensuring platform guideline compliance.
Senior Game Engineer at 001 Studios CO., Ltd., Taipei, Taiwan
January 31, 2021 - August 9, 2025Developed 40% of game mechanics and systems such as items, skills, combat, and bot systems. Wrote unit tests in Unity achieving 70% test coverage to increase reliability. Integrated a CI/CD pipeline using GitHub, Docker, and Jenkins enhancing development efficiency and deployment streamlining. Applied advanced software design methodologies including DDD, ATDD, BDD, and TDD improving code quality and promoting continuous improvement leading to a successful launch on Steam with robust unit testing for reliability and performance.
Senior Game Engineer at Imperial Tech., Taipei, Taiwan
April 30, 2020 - August 9, 2025Developed 50% of the game's combat and AI systems and created editor tools in Unity utilizing Scriptable Objects for efficient data storage. Built and modularized AI behavior trees enabling designers to independently test AI behaviors reducing communication overhead with engineers by 80%. The game rapidly rose to No. 2 on the Steam bestseller list receiving 98% overwhelmingly positive reviews. Won the International Indie Game Award (IGA) 2022 for Best Narrative. Selected by KO TA KU as one of the Top 10 Games of the Year.
Senior Game Engineer at MOGiN GAMES, Taipei, Taiwan
February 28, 2019 - August 9, 2025Utilized UGUI for game UI development including writing page-switching functions and tooling integration for UI effects such as level-up and star-up effects. Used ECS framework for UI system planning and reconstruction separating logic and data levels. Implemented certain ECS behaviors for trap and mission event systems. Developed enemy AI behavioral system focused on behavioral design. Paired editor tools such as Amplify Shader Editor and Shadero Sprite to create shaders and implement special effects including rainfalls, deformations, and camera lens effects.
Game Producer at UnicornVR Entertainment Co., Ltd., Taipei, Taiwan
March 31, 2018 - August 9, 2025Designed, planned, and implemented game products producing game project documents such as GDDs and TDDs while supervising gameplay outcomes and experience. Efficiently communicated and coordinated with team members integrating and allocating resources where needed, dividing tasks, managing schedules, uniting team members, and developing workflow and teamwork systems. Assisted in creating the VR JUMP brand and participated in operational meetings, business strategies, and arrangements beneficial to company growth providing pragmatic suggestions and practical plans. Assisted in solving technical issues with international business partners and marketing products overseas. Involved in more than a dozen projects successfully developed and published for sale within a year. Led more than 5 projects developed and published for sale within 6 months, three of them award-winning! Managed teams of 10 to 15 members.
Game Engineer at UnicornVR Entertainment Co., Ltd., Taipei, Taiwan
April 30, 2017 - August 9, 2025Wrote puzzle systems and main gameplay flow for VR room escape games while using Photon SDK to create connection mechanisms. Developed interactive systems for simulation genre products. Fixed issues with projectiles not registering on targets for shooting genre products. Independently developed a complete AR interactive solution which was directly monetized, successfully sold, and gained a large customer base.
Gameplay Programmer at Martian Lawyers Club
January 31, 2025 - August 9, 2025Developed game features using the ECS architecture including reward drops, weather systems, music/sound effects, and cinematic camera movement. Resolved major in-game issues like numerical overflow in combat calculations causing character death. Designed and implemented character behaviors such as Idle, Move, Attack, and Squash to enhance gameplay expressiveness. Created the Reward and Setting Screens with dynamic effects to achieve a unique '2D Paper Cutout with 3D Environments' visual style. Developed visual effects for the Forge system to enhance player anticipation and excitement.
Sr. Software Engineer at XRSpace Co., Ltd.
July 31, 2024 - August 9, 2025Integrated Dubbing AI Voice Changer with Agora and OpenAI ChatGPT functionalities into the existing online multiplayer platform across Android, iOS, and PC within the first week. Integrated AI-generated motion files from a team-trained Diffusion model into the Unity Avatar skeleton, enabling AI-choreographed dance performances and enhanced motion fluidity by 90% using a 'one euro filter'. Deployed a Flask server with Gunicorn and Nginx in an Ubuntu virtual environment (Docker) to streamline cloud-based management of AI-generated motion files, improving workflow efficiency by 70%. Coordinated rapid AI tuning and testing tools development, reducing manual inspection time by 84%.
Lead Software Engineer at Moregeek Entertainment Inc.
October 31, 2023 - August 9, 2025Designed the architecture for game programming and significantly optimized game performance by 40%. Streamlined 70% of the development workflow through establishing Jira delivery processes, code review, Git version control strategies, and automated tools for designers, greatly enhancing team productivity and project quality. Directed UI standardization and technical framework selection to ensure high-quality user interfaces and efficient resource utilization. Coordinated cross-departmental collaboration and managed partnerships with over 10 people, facilitating seamless remote development between Taipei, Kaohsiung, and the USA.
Sr. Game Engineer at iCan Entertainment Co., Ltd.
August 31, 2022 - August 9, 2025Developed 50% of the project's systems including Guild, Gacha, Shop, and Seasonal Competitive System. Designed architecture for game programming, leading maintenance and optimization to ensure scalability and robust performance across all features. Engineered iOS and Android SDKs for key services such as login and in-app purchases, achieving a 40% reduction in integration time with third-party services. Managed the complete CI/CD pipeline and App Store submission process, streamlining deployment and ensuring compliance with platform guidelines.
Sr. Game Engineer at 001 Studios CO., Ltd.
January 31, 2021 - August 9, 2025Developed 40% of game mechanics and systems such as items, skills, combat, and bot systems. Wrote unit tests in Unity, achieving 70% test coverage to increase system reliability. Integrated a CI/CD pipeline using GitHub, Docker, and Jenkins to enhance development efficiency and streamline deployments. Applied advanced software design methodologies including DDD, ATDD, BDD, and TDD, improving code quality and promoting continuous improvement, leading to a successful Steam launch with robust unit testing for reliability and performance.
Sr. Game Engineer at Imperial Tech.
April 30, 2020 - August 9, 2025Developed 50% of the game's combat and AI systems and created editor tools in Unity using Scriptable Objects for efficient data storage. Built and modularized AI behavior trees, enabling designers to independently test AI behaviors, reducing 80% of communication overhead with engineers. The game quickly rose to No. 2 on the Steam bestseller list, receiving 98% overwhelmingly positive reviews. Won the International Indie Game Award 2022 for Best Narrative and was selected by Kotaku as one of the Top 10 Games of the Year.
Sr. Game Engineer at MOGiN GAMES
February 28, 2019 - August 9, 2025Utilized UGUI for game UI development, writing page switching functions and tooling integration for UI effects such as level-up and star-up effects. Used the ECS framework for UI system planning and reconstruction, separating logic and data levels. Implemented ECS behaviors for trap and mission event systems and developed enemy AI behavioral systems (behavioral design). Paired editor tools such as 'Amplify Shader Editor' and 'Shadero Sprite' to create shaders and implement special effects like rainfalls, deformations, and camera lens effects.
Game Producer at UnicornVR Entertainment Co., Ltd.
March 31, 2018 - August 9, 2025Designed, planned, and implemented game products, producing project documents such as GDDs and TDDs while supervising gameplay outcomes and experience. Efficiently communicated and coordinated with team members, integrating and allocating resources, dividing tasks, managing schedules, uniting team members, and developing workflow and teamwork systems. Assisted in creating the VR JUMP brand and participated in operational meetings, drafting business strategies and vital arrangements beneficial to company growth. Managed more than a dozen successfully developed and published projects within a year, including leading 5 projects with 2-3 member teams for development cycles of 1-2 months, resulting in steady release of two VR products per month, with three award-winning projects. Managed crews of 10 to 15 members.
Game Engineer at UnicornVR Entertainment Co., Ltd.
April 30, 2017 - August 9, 2025Wrote puzzle systems and main gameplay flow for VR room escape games using Photon SDK to create a connection mechanism. Developed interactive systems for simulation genre products and fixed projectile registration issues for shooting genre products. Independently developed a complete AR interactive solution that was directly monetized, successfully sold, and gained a large customer base.
Gameplay Programmer at Martian Lawyers Club
January 31, 2025 - August 9, 2025Developed game features using ECS architecture including reward drops, weather systems, music/sound effects, and cinematic camera movement. Resolved major in-game issues such as numerical overflow in combat calculations causing character death. Designed various character behaviors like Idle, Move, Attack, and Squash to enhance gameplay expressiveness. Created reward and setting screens with dynamic UI effects in a "2D Paper Cutout with 3D Environments" visual style. Designed visual effects for the Forge system to enhance player anticipation and excitement.
Sr. Software Engineer at XRSpace Co., Ltd.
July 31, 2024 - August 9, 2025Integrated Dubbing AI Voice Changer with Agora and OpenAI's ChatGPT into an existing online multiplayer platform across Android, iOS, and PC within the first week. Integrated AI-generated motion files from a team-trained Diffusion model into Unity Avatar skeletons, enabling AI-choreographed avatar dances with 90% enhanced motion fluidity using noise-reducing filters. Deployed Flask server with Gunicorn and Nginx within Ubuntu Docker to streamline cloud management of AI-generated motion files, improving workflow efficiency by 70%. Coordinated development of essential AI tuning and testing tools, reducing manual inspection time by 84%.
Lead Software Engineer at Moregeek Entertainment Inc.
October 31, 2023 - August 9, 2025Designed game programming architecture and optimized game performance by 40%. Streamlined 70% of development workflow by establishing Jira delivery processes, code review, Git version control, and automated design tools, enhancing team productivity and project quality. Directed UI standardization and technical framework selection to ensure high-quality user interfaces and efficient resource utilization. Managed cross-departmental collaboration, partnerships with over 10 people, and seamless remote development between Taipei, Kaohsiung, and the USA.
Sr. Game Engineer at iCan Entertainment Co., Ltd.
August 31, 2022 - August 9, 2025Developed 50% of project systems, including Guild, Gacha, Shop, and Seasonal Competitive System. Designed game programming architecture, led maintenance and optimization to ensure scalability and robust performance. Engineered iOS and Android SDKs for login and in-app purchases, reducing integration time with third-party services by 40%. Managed complete CI/CD pipeline and App Store submission process, streamlining deployment and ensuring platform guideline compliance.
Sr. Game Engineer at 001 Studios CO., Ltd.
January 31, 2021 - August 9, 2025Developed 40% of game mechanics and systems including items, skills, combat, and bot systems. Implemented unit testing in Unity achieving 70% test coverage to improve system reliability. Integrated CI/CD pipeline using GitHub, Docker, and Jenkins to enhance development efficiency and streamline deployments. Applied advanced design methodologies such as DDD, ATDD, BDD, and TDD to improve code quality and support continuous improvement, ensuring a robust Steam launch.
Sr. Game Engineer at Imperial Tech.
April 30, 2020 - August 9, 2025Developed 50% of game’s combat and AI systems and created editor tools in Unity using Scriptable Objects for efficient data storage. Built and modularized AI behavior trees enabling designers to independently test AI behaviors, reducing communication overhead with engineers by 80%. The game achieved No. 2 on Steam bestseller list with 98% overwhelmingly positive reviews. Received the International Indie Game Award (IGA) 2022 for Best Narrative and was selected by Kotaku as one of the Top 10 Games of the Year.
Sr. Game Engineer at MOGiN GAMES
February 28, 2019 - August 9, 2025Used UGUI for game UI development including page switching and tooling integration for UI effects such as level-up and star-up effects. Utilized ECS framework for UI system planning and reconstruction by separating logic and data layers. Implemented ECS behaviors for trap and mission event systems. Developed enemy AI behavioral systems and paired editor tools like Amplify Shader Editor and ShaderoSprite to create shaders and special effects including rainfalls, deformations, and camera lens effects.
Game Producer at UnicornVR Entertainment Co., Ltd.
March 31, 2018 - August 9, 2025Designed, planned, and implemented game products, producing project documentation such as GDDs and TDDs while supervising gameplay outcomes and experience. Efficiently communicated and coordinated with team members, managing resources, schedules, and workflow systems. Assisted in creating the VR JUMP brand and resolving technical issues with international business partners and marketing products overseas. Led more than 5 award-winning projects within 6 months, managing teams of 10 to 15 members to release two VR products per month.
Game Engineer at UnicornVR Entertainment Co., Ltd.
April 30, 2017 - August 9, 2025Developed puzzle systems and main gameplay flow for VR room escape games using Photon SDK for networking. Wrote interactive systems for simulation genre products and fixed projectile registration issues for shooting genre games. Independently developed a complete AR interactive solution that was monetized and successfully sold with a large customer base.
Sr. Software Engineer at Martian Lawyers Club
January 1, 2025 - September 24, 2025Developed game features using the ECS architecture including reward drops, weather systems, music and sound effects, and cinematic camera movement. Resolved major in-game issues such as numerical overflow in combat calculations that caused character deaths. Designed and implemented character behaviors (Idle, Move, Attack, Squash) to enhance gameplay expressiveness. Created the Reward Screen and Setting Screen with dynamic UI effects to achieve a 2D paper-cutout with 3D environments visual style. Developed Forge system visual effects to enhance player anticipation and excitement.
Sr. Software Engineer at XRSpace Co., Ltd.
July 1, 2024 - September 24, 2025Integrated AI-powered features including a Dubbing AI Voice Changer with Agora and OpenAI's ChatGPT into the existing online multiplayer platform across Android, iOS and PC. Integrated AI-generated motion files into the Unity Avatar skeleton to enable AI-choreographed dances via diffusion models; improved motion fluidity by 90% using a one-euro filter to reduce noise. Deployed a Flask server with Gunicorn and Nginx in a Dockerized Ubuntu environment to streamline cloud-based management of AI-generated motion files, achieving 70% more efficient workflow from Diffusion to Unity. Coordinated with the team to develop AI tuning and testing tools, reducing manual inspection time by 84%.
Lead Software Engineer at Moregeek Entertainment Inc.
October 1, 2023 - September 24, 2025Designed architecture for a game program, significantly optimized performance by 40%. Streamlined 70% of the development workflow by establishing Jira delivery processes, code reviews, and Git version control; developed automated tools for designers, significantly improving team productivity and project quality. Directed UI standardization and technical framework selection, ensuring high-quality UIs and efficient resource use. Coordinated cross-department collaboration and partnerships with over 10 people, enabling remote development between Taipei, Kaohsiung, and the USA.
Sr. Game Engineer at Imperial Tech.
April 1, 2020 - September 24, 2025Developed 50% of the game's systems including Guild, Gacha, Shop, and Seasonal Competitive System. Designed architecture for the game program, maintaining and optimizing for scalability and robust performance. Engineered iOS and Android SDKs for key services including login and in-app purchases, achieving a 40% reduction in integration time with third-party services. Managed the complete CI/CD pipeline and App Store submission processes, ensuring compliance with platform guidelines.
Sr. Game Engineer at UnicornVR Entertainment Co., Ltd.
February 1, 2019 - September 24, 2025Wrote VR room escape puzzle systems and main gameplay flows, including ECS-driven UI elements and gameplay logic. Implemented and refined enemy AI behavior systems and interactive elements. Built autonomous AR interaction tools; contributed to successful product launches and a growing customer base. Managed projects with teams of 2-3, delivering multiple VR products per year and maintaining a 10-15 crew total capacity.
Game Producer at UnicornVR Entertainment Co., Ltd.
April 1, 2017 - September 24, 2025Designed and planned game products, produced GDDs and TDs, and supervised gameplay outcomes and experience. Communicated and coordinated with team members; allocated resources, divided tasks, managed schedules, and facilitated remote development. Assisted in growing the VR brand with operations meetings, drafting business strategies and vital arrangements; provided practical guidance. Worked with international partners to market products overseas (Japan, China, Korea, Australia, Philippines, Xiamen, Malaysia) and contributed to 12+ projects. Led 5+ projects from inception to publication within 6 months with teams of 2-3; managed 10-15 crew.
Senior Software Engineer at Martian Lawyers Club
January 1, 2025 - September 24, 2025Developed game features using ECS architecture including reward drops, weather systems, music/sound effects systems, and cinematic camera movement. Resolved major in-game issues such as numerical overflow in combat calculations that directly caused character death. Designed and implemented character behaviors (Idle, Move, Attack, Squash) to enhance expressive gameplay. Created Reward Screen and Settings Screen with dynamic effects for in-game UI, aiming for a 2D paper-cutout with 3D environments visual style. Designed visual effects for the Forge system to heighten player anticipation and excitement.
Senior Software Engineer at XRSpace Co., Ltd.
July 1, 2024 - September 24, 2025Successfully integrated the newly introduced Dubbing AI Voice Changer with Agora and OpenAI's ChatGPT functionalities into the existing online multiplayer platform across Android, iOS, and PC within the first week. Integrated AI-generated motion files from a team-trained diffusion model into the Unity Avatar skeleton, enabling AI-driven dance choreography. Enhanced motion fluidity by 90% using a neural filtering approach to significantly reduce noise. Deployed a Flask server with Gunicorn and Nginx in an Ubuntu virtual environment (Docker) to streamline cloud-based management of AI-generated motion files, achieving a 70% improvement in workflow efficiency. Coordinated with the team to develop AI tuning and testing tools, reducing manual inspection time by 84% (60 minutes to 10 minutes).
Lead Software Engineer at Moregeek Entertainment Inc.
October 1, 2023 - September 24, 2025Designed the architecture for a game program and significantly optimized performance by 40%. Streamlined 70% of development flow by establishing Jira delivery processes, code review, and Git version control strategies; developed automated tools for designers; substantially improved team productivity and project quality. Led UI standardization and selected technical frameworks, ensuring high-quality UX and efficient use of resources. Coordinated cross‑department collaboration and managed partnerships with 10+ people, enabling remote development across Taipei, Kaohsiung, and the USA.
Senior Game Engineer at 001 Studios Co., Ltd.
January 1, 2021 - September 24, 2025Developed 40% of the project’s game systems including items, skills, combat, and boss systems. Led maintenance and optimization of core systems, wrote unit tests to improve reliability, and integrated CI/CD pipelines via GitHub, Docker, and Jenkins. Applied modern software design approaches (DDD, ATDD, BDD, TD D) to improve code quality and maintainability, contributing to a successful Steam launch with robust unit testing.
Senior Game Engineer at CIC D iCan Entertainment Co., Ltd.
April 1, 2020 - September 24, 2025Developed 50% of the project’s systems, including Guild, Gacha, Shop, and Seasonal Competitive System, etc.; handled design and maintenance of key gameplay services; contributed to cross-platform development (Unity/C#, Java, Objective-C, iOS, Android) for The Legend of Tianding.
Senior Game Engineer at Imperial Tech.
April 1, 2020 - September 24, 2025Developed gameplay systems for The Legend of Tianding in Unity/C# and contributed TypeScript tooling; supported Steam, console, iOS, and Android releases; collaborated with design and art teams to optimize performance.
Senior Game Engineer at MOGiN GAMES
February 28, 2019 - September 24, 2025Developed 40% of game mechanics and systems (items, skills, combat, bosses). Wrote Unity unit tests to improve reliability; integrated CI/CD via GitHub, Docker, and Jenkins; applied DDD, ATDD, BDD, and TD D to improve code quality and promote continuous improvement.
Game Producer at UnicornVR Entertainment Co., Ltd.
March 1, 2018 - September 24, 2025Designed, planned, and implemented game products; produced GDDs and TDs; supervised playtest outcomes and user experience; coordinated resource allocation and team interactions; contributed to VR Jump brand development and strategic business planning; supported partner collaborations.
Senior Game Engineer at UnicornVR Entertainment Co., Ltd.
April 1, 2017 - September 24, 2025Developed VR room-escape games; authored UI/UX flows using UGUI; integrated ECS; worked on enemy AI behavior and trap/miss mechanisms; created standalone AR solutions (for monetization and sales).
Education
B.S. at Department of Information and Communication, Kun Shan University
January 1, 2011 - January 1, 2015B.S. at Department of Information and Communication, Kun Shan University
January 1, 2011 - January 1, 2015B.S. at Department of Information and Communication, Kun Shan University
January 1, 2011 - January 1, 2015B.S. at Department of Information and Communication, Kun Shan University
January 1, 2011 - January 1, 2015B.S. at Kun Shan University
January 1, 2011 - January 1, 2015B.S. at Kun Shan University
January 1, 2011 - January 1, 2015Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment, Professional Services, Education
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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