Professional Projects
All Out – Battlegrounds
A full online multiplayer game, written in C# on the All Out Platform.
This is my proud work during my intern in Canada. This game reaped 400K plays and 1.1M views on YouTube within half a month of launching.
I was in charge of this game along with a great collaborating designer and a very supportive & responsive art team. I coded independently and completed it within 4 months.
Onmyoji Idol Project
Multimedia IP Plan in the Onmyoji world.
I worked on this project as an engine programmer mainly focusing on multiplatform native plugins and rendering.
My accomplishments here include an iOS-FFmpeg native plugin and an SSPR (Screen Space Planar Reflection) algorithm.
I do a little bit of audio job as well, due to my previous experience in Wwise.
Harry Potter: Magic Awakened
A TCG-like game, focusing on card collection and upgrade.
I briefly worked on this project (Dec. 2021 – Apr. 2022) as an engine programmer on Wwise Audio. I also implemented dedicated graphic utilities for our audio designers.
Cygnus Enterprises
Top-Down Shooter, which serves as the stepping-stone project of NetEase’s first international team.
It was the starting point of my career. I was doing graphics jobs using HLSL and worked on related scripts for integration with C# during my internship (Jul. – Sept. 2020).
Patents & Publications

Neural Kinematic Fluid
Accepted paper at SIGGRAPH Asia 2025.
A mesh-free fluid simulations that exploit a kinematic neural basis for velocity fields represented by an MLP.
SIGGRAPH 2023 Real Time Live (Uncredited associate of Deemos Tech).
Worked on Technology visualization (HLSL & WebGL hair/skin rendering).


Location Based Service in Onmyoji
A major effort to build a procedural scene based off the real-life map data. There’s data retrieving, parsing, pruning and scene generation, involving multiple talented guys & gals in the Zen Studio.
We designed a patented algorithm where we first use a soft-rasterizer to convert map data into “pixels”, then we run a specifically tuned Erosion Algorithm to get the skeleton of the city’s road.
After this, we generate road meshes and arrange buildings. Seeing CV/CG algorithms working together is AMAZING!
See details in my 2023 portfolio.
Tech Demos
NieR: Automata – 8bit Tone Filter
Recreation of NieR Automata’s real time 8-bit tone filter, using cascaded IIR filters and SIMD. Solution endorsed by NieR Automata’s audio engineering director, Masami Ueda.
Source code: JUCENieR Tonefilter

Rigidbody Particles Based on Unity Compute Shader (Unity, HLSL)
Done in several weeks as Computer Graphics course-project, we used rendering utilities provided by Unity-CJ-Lib and Unity’s compute shader to drive a pure GPU-based rigidbody system.
Open sourced. GitHub Project Link
Catmull-Clark Mesh Subdivision (C++)
Part of CG II course project, done with Fu Xinyi & Zhang Qihao. Visualization of this project is done by MeshLab.
Open-sourced. GitHub Project Link
JUCE DSP Mixer (JUCE C++)
Low Volume suggested if you’re gonna watch this one!
A VST3 plugin built on JUCE Framework, where I process samples and fly on frequency domain.
3 filters and 6 effects are implemented in real-time and very closely resembles the hearing experience of Sound Voltex – A KONAMI rhythm game that’s very popular in East Asia.
Games / Projects

2D Hack’n’Slash – NetEase Mini Project
The Mini Project is what NetEase uses to test & strengthen the newcomers’ abilities. We were given 3 months to produce a playable game with full mechanics and original arts. A mini project group consists of 2 designers, 2-3 artists and 4 programmers.
More details about this project are classified, I can only show some VFXs I made here. I did the modeling work by Blender, implemented the shaders by ShaderGraph.
This project won the excellent newcomer project award. More Details in Post.
Code: Xephiratone
TPS/Rhythm tech demo.
Developed totally by myself, implemented various ideas that I thought to be interesting. It has an aim-assist system that makes the feeling better, and rewards you for shooting on the beats.
The Final Gameplay Demo can be seen in this post.

Unity Driving Simulator
Based on Vehicle Physics Pack provided by the lab. Features procedural generated road blocks and NPCs, capable of maintaining the simulation for a long period, to be used as a assisted-driving validator.
The backend of this project is SUMO, it uses a TCP connection to communicate with the client.

