Gameplay programmer — Unreal Engine & C++ on Light of Motiram (Tencent), plus a long trail of Unity / Lua / custom-engine prototypes. I build gameplay systems end to end — physics, netcode, data-oriented performance, and AI — and the tooling and workflows that let a whole team scale on them.
UE4/UE5 · C++ · GAS · Behavior Trees · Navmesh · Replication / Netcode · ECS / Mass · Rigid-body Physics · Unity · C# · Lua · TypeScript
Core gameplay systems I owned on Light of Motiram (Tencent) — an open-world multiplayer survival title in Unreal Engine · C++, where players build persistent homes, sail player-built watercraft, and automate production with creatures. The repositories below are clean-room reference implementations — architecture, design decisions, and technique, written for portfolio purposes with no proprietary source.
| System | Repository | Gameplay | Engineering |
|---|---|---|---|
| 🚢 Watercraft physics & netcode | watercraft-physics | Board and crew a player-built raft — paddle or raise the sail and catch the wind, steer by rudder, ride a trochoidal (Gerstner) wave field that shoals toward the coast. | Two buoyancy solutions behind one interface (sample-point vs submerged-volume with a true, self-moving center of buoyancy), frame-rate-independent fixed-substep physics, and sync of players walking on a moving, rotating platform via local-frame replication + prediction. |
| 🏗️ Data-oriented building | data-oriented-building | Build freely from pieces that snap by priority, must be structurally supported or they collapse, and run production lines on fuel / workload / product queues. | ECS / Mass-style entities + fragments instead of per-actor for thousands of persistent objects — instanced rendering, throttled delta replication with weak-net adaptation, capped on-demand actor pool, and support propagation solved by amortized iterative relaxation. |
| ⚙️ Automation AI | automation-ai-productionline | Assign creatures to stations and they run the line themselves — skill-typed jobs with headcounts, across 13 target kinds from Actors and foliage instances to purely virtual targets. | GAS + behavior trees + navigation behind clean seams, so one worker-AI drives any station by data alone; job-driven matching keeps multi-worker jobs staffed, with continuous and endless work modes. |
These are reference write-ups authored by me to document architecture and technique; they contain no proprietary or third-party code.
🗓️ Project timeline (newest → oldest). Dates are each project's inception, so the real chronology is clear regardless of GitHub's "last updated" sorting.
| Date | Project | Tech | What it is |
|---|---|---|---|
| 2025 · Dec | ⭐ hex-auto-battler | Unity + Lua | Hex-grid strategy auto-battler — deploy structures, strategize, auto-battle. (current) |
| 2025 · Sep | AutoHeroDemo | Unity + Lua | Auto-battler demo — deploy units and let them fight automatically. |
| 2021 · Jun | CybeArtifact | Unity C# + Lua | Card game framework: login → menu → battle flow with card UI. |
| 2021 · Apr | TacticalDeck | Lua | Turn-based card tactics — round state machine + replayable performer. |
| 2021 · Apr | AutoForge | Unity C# | Auto-battler: battle-order stream + node-based playback. |
| 2019 · Jan | ⭐ WOFFEditor | WPF C# | Node-based skill/trigger editor — author abilities as node graphs. |
Earlier projects (2018 – 2020)
| Date | Project | Tech | What it is |
|---|---|---|---|
| 2020 · Sep | MagicTaleScript | TypeScript | WeChat mini-game on a hand-written TS engine framework. |
| 2020 · Sep | MagicTale | Cocos Creator | WeChat mini-game shooter (2D + 3D). |
| 2020 · Jul | TeamFight | Lua | Auto-battler with behavior-tree AI + spell/effect system. |
| 2020 · Jun | IntelliFight | Unity + Lua | Auto-battler with a grid battlefield, summon & card systems. |
| 2018 · Oct | CardCommander | Unity + Lua | Lua-first card battler — thin C# host, 150+ Lua gameplay scripts. |
| 2018 · Mar | Scripts | Unity C# | Entity-component battle core — composable units, data VOs, AI. |
| 2018 · Mar | FreeBattle | Unity C# | Battle demo exploring dependency injection. |
- Auto-battler AI — behavior trees, blackboards, and priority-based decision-making (TeamFight → IntelliFight → hex-auto-battler).
- Data-driven abilities — node-graph ability/skill systems and visual editors (WOFFEditor, hex-auto-battler).
- Engine plumbing — layered
GameBase / GameCore / GameLogicarchitectures, C#↔Lua bridges (xLua), and a from-scratch TypeScript engine.
Some early ideas also exist as archived variants (e.g. ArtField → see TeamFight; NewScripts → see CardCommander).
Currently open to gameplay engineering roles — Melbourne, Australia (also open to remote).
- 📧 Email — yaxinge.evan@gmail.com
- 💼 LinkedIn — www.linkedin.com/in/gameryaxinge/
- 📍 Location — Melbourne, AU
Happy to walk through the design decisions behind any of the systems above.