Computer Science and Engineering undergraduate at The Ohio State University with hands-on experience in Unity-based game development, system architecture design, and data-driven gameplay frameworks. Skilled in building modular, scalable systems such as dialogue engines, card/buff systems, ECS architectures, and multiplayer mechanics. Strong foundation in software engineering principles, including event-driven design, decoupled architectures, performance optimization, and design patterns. Experienced in collaborating with designers and cross-functional teams, translating complex technical requirements into practical implementations. Motivated, fast learner, and passionate about creating interactive systems with both technical depth and strong user experience.

Jasper Li

Computer Science and Engineering undergraduate at The Ohio State University with hands-on experience in Unity-based game development, system architecture design, and data-driven gameplay frameworks. Skilled in building modular, scalable systems such as dialogue engines, card/buff systems, ECS architectures, and multiplayer mechanics. Strong foundation in software engineering principles, including event-driven design, decoupled architectures, performance optimization, and design patterns. Experienced in collaborating with designers and cross-functional teams, translating complex technical requirements into practical implementations. Motivated, fast learner, and passionate about creating interactive systems with both technical depth and strong user experience.

Available to hire

Computer Science and Engineering undergraduate at The Ohio State University with hands-on experience in Unity-based game development, system architecture design, and data-driven gameplay frameworks. Skilled in building modular, scalable systems such as dialogue engines, card/buff systems, ECS architectures, and multiplayer mechanics.

Strong foundation in software engineering principles, including event-driven design, decoupled architectures, performance optimization, and design patterns. Experienced in collaborating with designers and cross-functional teams, translating complex technical requirements into practical implementations.

Motivated, fast learner, and passionate about creating interactive systems with both technical depth and strong user experience.

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Skills

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

Javanese
Advanced
Amharic
Advanced
Bashkir
Intermediate

Work Experience

Unity Developer Intern at Luanxing Studio
April 1, 2024 - July 1, 2024
Participated in core system development and architecture maintenance for the narrative game Lethe Bar, contributing to the programming framework, visual logic editing, and asset management. Built the dialogue system (typewriter effect, branching logic, character portraits and emotion switching), the soup-mixing interaction system (emotion-compass-based core gameplay), and an in-game phone system (messages, map, news, store, etc.). Used Unity Visual Scripting to enable designers to edit gameplay logic; implemented multiple custom nodes and events, improving non-programmer development efficiency. Developed scene interaction scripts enabling clickable hotspots, teleport points, and learning scenarios for language practice. Managed dynamic asset loading with Addressables, implemented multilingual localization (Unity Localization), and integrated Lark online spreadsheets for automated data import. Helped design scene management and data persistence systems, including save/load mechanisms, G
Unity Developer Intern at Coconut Studio
August 1, 2025 - December 1, 2025
Contributed to the development of a Unity-based card battle and world-exploration prototype system, including core systems such as save service, card effect system, buff system, and inventory management. Designed an event-driven SaveService using an EventBus publish-subscribe model to decouple modules; supported snapshot aggregation to ensure data consistency. Built a data-driven architecture based on ScriptableObject + JSON, separating designer configuration from runtime state and enabling rapid expansion and persistence of cards, buffs, and items. Implemented the card effect system and buff lifecycle management, using custom interfaces and an event system to support instant, continuous, and turn-based effects, with dynamic pausing and callback chaining. Achieved system-level decoupling through modular design and interface registration, supporting rapid future feature expansion and unit testing. Optimized UGUI rendering performance via static–dynamic separation, independent canvases

Education

B.S. at Ohio State University
August 1, 2022 - December 1, 2025

Qualifications

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Industry Experience

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

Skills

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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