Gameplay Programmer

刘绛雅鹄 Jiangyahu Liu

Building Games, Crafting Smiles.
That's my code.

You can find me through Github or my Email!



My Projects

Trinity Dwellers

2D Roguelike | Unity | Team Project

Head Programmer / AI & Gameplay Programmer

  • Implemented hostile/friendly AI using state machines to enable modular and complex behavior logic.

  • Architected complex A* pathfinding with enemy state machines, solidifying core gameplay mechanics.

  • Created custom tools to streamline the level-building process for designers.

  • Assisted the team in programming task planning and provided support to other programmers.

Video

SumEngine

3D Graphics Engine | C++ | DirectX 11

Solo Project

  • Developed a graphics engine using DirectX, Assimp, and Bullet Physics to support real-time rendering and physics.

  • Implemented advanced features such as animation blending, real-time lighting, shadow mapping, post-processing, and custom shader integration.

  • Built a Unity-inspired ImGui editor to allow runtime editing of serialized object values, boosting workflow efficiency.

  • Designed a modular architecture with file-based scene/object loading and saving, laying the foundation for scalable engine development.

Soduku Demo

Soduku

Android Studio Project | Kotlin & Java

Solo Project

  • Created an algorithm to automatically generate valid Sudoku puzzles, ensuring unique and solvable boards.

  • Implemented an error-checking system to provide real-time feedback and enhance user experience.

  • Added multiple difficulty options to adjust the number of visible cells, allowing for scalable challenge levels.

LifeCycle

2D Educational | Head Programmer & Producer | Unity

GMTK Game Jam 2025

  • Formed a Game Jam team, organized and found three programmers, a sound designer, and two artists (all lost contact).

  • Created theme-based inspiration boards and storyboards from scratch then planned and coordinated all game jam tasks with role assignments.

  • Filled team gaps by handling visual design and game layout (We don't have artist so I need to do the work).

  • Established core creature lifecycle simulation gameplay. Integrated "loop" theme through evolving generational mechanics.

Not Contra

2D Action-Adventure | Raylib | C++

Solo Project

  • Engineered custom physics systems (rigidbody and transform) to support smooth side-scrolling movement and interaction.

  • Designed core gameplay mechanics including player shooting and enemy chasing to establish engaging combat encounters.

  • Utilized Raylib’s graphics pipeline to build a complete level with responsive controls and enemy behaviors.