JL

Jasper Li

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.

About

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.

  • Joined January 2026

Languages

  • JavaneseAdvanced
  • AmharicAdvanced
  • BashkirIntermediate

Industry experience

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

Work experience

Unity Developer Intern · Coconut StudioAug 2025 – Dec 2025 · 5 mos

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

Unity Developer Intern · Luanxing StudioApr 2024 – Jul 2024 · 4 mos

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

Education

B.S. · Ohio State University2022 – 2025

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