am a Technical Game Designer and Systems Engineer with a Master's in Visual Computing and a BS in Computer Gaming Science. I specialize in bridging the gap between creative design and rigorous C++ backend architecture. As the end-to-end developer for the commercially published Steam title "Shanghai 1920," I engineered custom character controllers, dynamic inventory state machines, and branching narrative sequences. My expertise spans architecting complex AI behavior trees for multi-phase boss encounters to optimizing high-throughput visual pipelines that maintain a <2% error rate at a locked 210 FPS. Whether you need an optimized gameplay loop, robust API integrations, or automated data workflows, I build scalable systems that are both highly performant and designer-friendly.

Hongchen Song

am a Technical Game Designer and Systems Engineer with a Master's in Visual Computing and a BS in Computer Gaming Science. I specialize in bridging the gap between creative design and rigorous C++ backend architecture. As the end-to-end developer for the commercially published Steam title "Shanghai 1920," I engineered custom character controllers, dynamic inventory state machines, and branching narrative sequences. My expertise spans architecting complex AI behavior trees for multi-phase boss encounters to optimizing high-throughput visual pipelines that maintain a <2% error rate at a locked 210 FPS. Whether you need an optimized gameplay loop, robust API integrations, or automated data workflows, I build scalable systems that are both highly performant and designer-friendly.

Available to hire

am a Technical Game Designer and Systems Engineer with a Master’s in Visual Computing and a BS in Computer Gaming Science. I specialize in bridging the gap between creative design and rigorous C++ backend architecture. As the end-to-end developer for the commercially published Steam title “Shanghai 1920,” I engineered custom character controllers, dynamic inventory state machines, and branching narrative sequences. My expertise spans architecting complex AI behavior trees for multi-phase boss encounters to optimizing high-throughput visual pipelines that maintain a <2% error rate at a locked 210 FPS. Whether you need an optimized gameplay loop, robust API integrations, or automated data workflows, I build scalable systems that are both highly performant and designer-friendly.

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Work Experience

Intern / Game System Designer (Combat Focus) at Chengdu Hua Jia Squirrel Technology Co.
June 1, 2024 - October 1, 2024
Designed and optimized multi-phase boss AI using hierarchical behavior trees; developed automated simulation scripts to test combat balance and reduce manual QA for dynamic difficulty tuning. Authored the Combat Design Document (CDD) for major encounters by translating complex state machines and hitbox logic into intuitive player feedback loops and engaging UX flows. Engineered a “Soft Enrage” loop balancing boss damage curve and health pool to shape player behavior and prevent stale strategies, enabling adaptive gameplay experience.
Intern / Technical Artist (Pre- viz) at Chengdu Kekedou Animation Film and Television Co.
February 1, 2021 - June 1, 2021
Engineered 3D pre-viz pipelines in Unreal Engine 4 to convert 2D storyboards into interactive blockouts, validating camera staging, lighting, and narrative pacing before full production. Streamlined scene rendering performance by implementing robust Level-of-Detail (LOD) systems and automating asset integration workflows to maintain real-time playback stability for high-fidelity environments.

Education

Professional Master of Science in Computer Science (Professional Master of Science in Computer Science, Visual Computing) at Simon Fraser University
August 2, 2023 - September 1, 2025
Bachelor of Computer Gaming Science at University of California, Irvine
August 2, 2018 - July 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

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