Hi, I'm Yenna Zhou, a passionate Gameplay Engineer based in Dallas, TX. I specialize in C++ and Unreal Engine development, with a strong focus on procedural content generation and UI programming. Over the years, I've had the privilege of leading programming teams and solo developing projects that integrate complex gameplay mechanics and immersive environments. I love collaborating with designers, artists, and producers to bring engaging game experiences to life, and I'm always eager to take on new challenges in game design and custom engine development. When I'm not coding, I enjoy exploring innovative ways to blend technology with creativity in interactive media.

Yenna Zhou

Hi, I'm Yenna Zhou, a passionate Gameplay Engineer based in Dallas, TX. I specialize in C++ and Unreal Engine development, with a strong focus on procedural content generation and UI programming. Over the years, I've had the privilege of leading programming teams and solo developing projects that integrate complex gameplay mechanics and immersive environments. I love collaborating with designers, artists, and producers to bring engaging game experiences to life, and I'm always eager to take on new challenges in game design and custom engine development. When I'm not coding, I enjoy exploring innovative ways to blend technology with creativity in interactive media.

Available to hire

Hi, I’m Yenna Zhou, a passionate Gameplay Engineer based in Dallas, TX. I specialize in C++ and Unreal Engine development, with a strong focus on procedural content generation and UI programming. Over the years, I’ve had the privilege of leading programming teams and solo developing projects that integrate complex gameplay mechanics and immersive environments.

I love collaborating with designers, artists, and producers to bring engaging game experiences to life, and I’m always eager to take on new challenges in game design and custom engine development. When I’m not coding, I enjoy exploring innovative ways to blend technology with creativity in interactive media.

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Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate

Work Experience

Lead Programmer at Mirrored Phantoms
September 1, 2024 - December 31, 2024
Led sprint planning for a 7-programmer team and converted design concepts into tasks. Communicated with stakeholders, designers, artists, and producers to meet technical requirements for release. Coarchitected a C++ event-trigger system alongside the technical designer. Directed the programmer team to develop the player controller and in-game HUD to display health status and interactable items. Integrated an Advanced Menu System with multi-device support (controller, keyboard/mouse) to enhance player navigation.
UI Programmer at Fastival
January 1, 2024 - May 31, 2024
Partnered with UI artists and gameplay engineers to build lap counters, race placement, and item-usage UI with Unreal UMG. Designed in-game UI flow, implemented functionality and added input support (controller, keyboard/mouse) across in-game and menu UI elements.
Solo Developer at Procedural Terrain Generation and Biome Ecosystem (Thesis)
June 1, 2024 - May 31, 2025
Developed a real-time terrain generation system using different procedural noise algorithms. Architected the ImGui user interface for customizing the procedural terrain. Engineered a procedural biome system using GPU-accelerated weight-texture blending and height/slope-based material transitions for real-time terrain customization. Implemented a biome ecosystem with dynamic vegetation placement, dynamic weather skybox and water rendering.
Solo Developer at Custom C++ Game Engine
January 11, 2030 - January 11, 2030
Constructed various systems including network system, input system, audio system (FMOD), developer console, XML file system, and multi-thread job system. Composed a 2D and 3D math function library to support 2D and 3D gameplay. Produced several games using the custom game engine.
Solo Developer at Vaporum
September 1, 2024 - December 31, 2024
Engineered a tilted hexagon-grid map with XML-based definitions, enabling dynamic tile properties, unit placements and particle effects. Built a network system supporting local and networked multiplayer modes with distinct server and client configurations. Devised core turn-based logic, managing unit actions and game state transitions. Utilized dynamic UI system that responds to various game states.

Education

Master of Interactive Technology at SMU Guildhall
August 1, 2023 - May 31, 2025
Bachelor of Engineering at University of Shanghai for Science and Technology
September 1, 2019 - June 30, 2023

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Computers & Electronics, Media & Entertainment

Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate