Hi, I’m Xuefei Zhao, a Senior Unity Gameplay & Tools Engineer with 15+ years of PC and mobile game development experience, including MMORPGs, SLG, and 3D action titles. I started with C++ and custom engines (2009–2012) and have been focused on Unity and C# since 2014, specializing in action combat systems, data-driven gameplay architecture, and editor tooling. I’ve shipped titles for Tencent, TianShen Entertainment, and EleX, and I independently developed a 3D action roguelite (Ebonor) for Steam under the MiniGiant GameStudio indie label. I design data-driven combat frameworks (spreadsheet to scriptable object) to accelerate iteration and create Unity Editor tools that streamline content workflows. I’ve defined performance budgets and hot-update pipelines to keep FPS high on mid-range PCs, and led end-to-end development for live ops projects. I’m currently seeking remote or relocation opportunities, with a preference for full-time or long-term B2B engagements.

Xuefei Zhao

Hi, I’m Xuefei Zhao, a Senior Unity Gameplay & Tools Engineer with 15+ years of PC and mobile game development experience, including MMORPGs, SLG, and 3D action titles. I started with C++ and custom engines (2009–2012) and have been focused on Unity and C# since 2014, specializing in action combat systems, data-driven gameplay architecture, and editor tooling. I’ve shipped titles for Tencent, TianShen Entertainment, and EleX, and I independently developed a 3D action roguelite (Ebonor) for Steam under the MiniGiant GameStudio indie label. I design data-driven combat frameworks (spreadsheet to scriptable object) to accelerate iteration and create Unity Editor tools that streamline content workflows. I’ve defined performance budgets and hot-update pipelines to keep FPS high on mid-range PCs, and led end-to-end development for live ops projects. I’m currently seeking remote or relocation opportunities, with a preference for full-time or long-term B2B engagements.

Available to hire

Hi, I’m Xuefei Zhao, a Senior Unity Gameplay & Tools Engineer with 15+ years of PC and mobile game development experience, including MMORPGs, SLG, and 3D action titles. I started with C++ and custom engines (2009–2012) and have been focused on Unity and C# since 2014, specializing in action combat systems, data-driven gameplay architecture, and editor tooling. I’ve shipped titles for Tencent, TianShen Entertainment, and EleX, and I independently developed a 3D action roguelite (Ebonor) for Steam under the MiniGiant GameStudio indie label.

I design data-driven combat frameworks (spreadsheet to scriptable object) to accelerate iteration and create Unity Editor tools that streamline content workflows. I’ve defined performance budgets and hot-update pipelines to keep FPS high on mid-range PCs, and led end-to-end development for live ops projects. I’m currently seeking remote or relocation opportunities, with a preference for full-time or long-term B2B engagements.

See more

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
See more

Language

Chinese
Fluent
English
Advanced

Work Experience

Senior Unity Gameplay & Tools Engineer / Technical Lead at Indie Studio (Dialog Culture / MiniGiant GameStudio)
September 1, 2021 - Present
Sep 2021 – Present: Self-employed / Indie Studio work on Ebonor – 3D Action Roguelite (Steam), solo-developed under MiniGiant GameStudio indie label. Designed a data-driven combat framework and PoE-style modular skill system to support fast iteration and balance. Built custom Unity Editor tools (skill timeline, encounter manager, build/debug helpers), significantly reducing iteration time for content and balancing. Defined performance budgets and implemented Addressables + Hybrid CLR hot-update pipelines to maintain ~60 FPS on mid-range PCs. Project: SkillForge AI – AI-Driven Unity Skill Design Workbench (in development).
Senior Unity Developer at EleX Technology
October 1, 2019 - September 30, 2021
Oct 2019 – Sep 2021: Core Unity engineer for a new SLG title (COK3) from 0 to 1: designed module initialization, integrated core gameplay systems, and enforced C# coding standards. Refactored hot-update content pipeline for COK2, reducing deployment risk and downtime during large Live Ops events.
Technical Director at DomTech Studio
August 1, 2016 - September 30, 2019
Aug 2016 – Sep 2019: Led delivery of commercial Unity projects, including a 3D simulation “Long March” for State Grid Corpora­tion of China. Created reusable Unity frameworks (UI, networking, configuration) and mentored junior developers in gameplay engineering best practices.
Senior Game Developer at Zeus Games (Beijing Tianshen Entertainment)
April 1, 2014 - July 31, 2016
Apr 2014 – Jul 2016: Led an original action RPG prototype, owning melee combat and core loop; secured internal funding and a publishing deal with Youzu.
Game Engine & Mobile SDK Developer at Tencent
October 1, 2012 - February 28, 2014
Oct 2012 – Feb 2014: Implemented rendering and batching features for an in-house C++ mobile engine; developed and maintained Android/iOS SDKs (payments, login, social). Worked on early smartphone games and internal engines, focusing on rendering, SDK integration, and low-end device performance.
Senior Unity Gameplay & Tools Engineer at MiniGiant GameStudio / Dialog Culture (Self-employed Indie Studio)
September 1, 2021 - Present
Independently led a Steam project, Eb o n o r, a 3D action roguelite. Designed a data-driven combat framework (Spreadsheets → ScriptableObject) and a Unity Editor toolkit (skill timer, encounter manager, build/debug helpers) that reduced iteration time and improved content balance. Built a web-based tool to convert natural language skill descriptions into structured JSON schemas for unit skills, and defined performance budgets to maintain 60 FPS on mid-range PCs.
Senior Unity Game Developer at EleX Technology
October 1, 2019 - September 30, 2021
Core client Unity engine development for a new SLG title (COK3) from concept to execution; integrated core gameplay modules and enforced C# coding standards. Refactored hot-update pipelines (COK2) to reduce deployment risk and downtime during Live Ops.
Technical Director at Domech Studio
August 1, 2016 - September 1, 2019
Led the delivery of commercial Unity projects, including a 3D simulation for State Grid Corporation of China. Built reusable Unity frameworks (UI, networking, configuration) and mentored junior developers to promote engineering best practices.

Education

Bachelor of Engineering in Communication Engineering at Beijing University of Posts and Telecommunications, Century College
September 1, 2005 - July 1, 2009
Bachelor of Engineering in Communication Engineering at Beijing University of Posts and Telecommunications
September 1, 2005 - July 1, 2009

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services, Telecommunications

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
See more