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Gameplay / Systems Programmer · AAA across Anvil, Luminous, CryEngine 3 · now on UE5
Malaysia-based · Singapore PR · Remote-friendly
Ship gameplay systems, and the tools that helps with productions.
Intermediate Gameplay Programmer @ TenTen Studios. Developing an UE5 single-player action RPG, vertical-slice prototype. Leading on the technical decisions and trade-off on the project.
- C++ gameplay systems: Span across 3C, state machines, UI/UX, behavior-oriented actor components, GAS, Gameplay Tags, Behavior Tree, on demand Subsystems for the prototype.
- Data-driven system architecture: Design data layers for the gameplay system by using DataAsset, DataTable, and DeveloperSettings combining with validators, linters, and other auditing technies to ensure data correctness.
- Tooling: Build tooling based on recurring content-team pain points (source control conflicts, broken data references, level design and bulk actions). Examples: uasset-json-exporter, uasset-name-linter.
- Workflow: Claude Code co-piloting since March 2026. Shift from code-technique first to system-delivery first.
AA & AAA production, 2016 - 2024, 2025 - 2026.
| Title | Type | Engine | Studio |
|---|---|---|---|
| Bloodwell | SP |
Unreal Engine 5 | TenTen Studio |
| Skull & Bones | MP |
Anvil & Phoenix (Ubisoft proprietary) | Ubisoft Singapore |
| Final Fantasy XV | SP |
Luminous (Square Enix proprietary) | Streamline Studios (outsource) |
| Sniper Ghost Warrior: Contracts | MP |
CryEngine 3 | Streamline Studios (outsource) |
| NDA Projects | SP MP |
Unreal Engine 4 | Streamline Studios (unreleased) |
- Engine exposure: Anvil, Luminous, CryEngine 3 on shipped AAA; UE4 / UE5 on internal and prototype. UE experience is not continuous.
- GaaS gameplay systems (Skull & Bones): Worked on gameplay system with collaboration to backend, such as account persistencies, fetching and claiming mails. Designed codex, crafting, shopping list (Tracker). Maintained captain customization, vendor / offer extension. Extensible by content team without code change. Gameplay runtime side ownership.
- Async + server-authoritative patterns: Callback chain sequencing (Lazy → Periodic Sync), simulation-vs-actual claim reconciliation, server validation, runtime ↔ backend bridging, account persistence.
- Production CI discipline: Regression-testable C++ under CI (DTest: daily regression reports generated by running on build artifacts, flag-not-block submission).
Feel free to contact me!

