Bangyu Li
Education
Newcastle University
MSc Computer Game Engineering
Expected: Sep 2025
Newcastle upon Tyne, U.K.
Relevant Coursework:
- Advanced Graphics for Games: Explored OpenGL based real time scene rendering with a focus on the rendering pipeline, mesh and texture, shader programming, and real time lighting models.
- Advanced Game Technologies: Investigated core game engine architecture by implementing robust collision detection, physics constraints, spatial acceleration via quadtree/octree, finite state machine, NavMesh driven pathfinding, and networking.
University at Buffalo, SUNY
BS in Computer Science
Jan 2018 – Aug 2021
Buffalo, NY, U.S.
Professional Experience
Breaker Games, Shanghai
Oct 2023 – Apr 2024
UE5 Technical Designer
- Designed and Implemented DLC content for Project Zero 2: Apocalypse Party using Blueprints, including weapons and character talents. The DLC increased player retention by 24% on Steam and received mostly positive reviews.
- Collaborated closely with external translation team and led the localization of the project for English and Korean.
Treelab, Shanghai
Jun 2022 – Jun 2023
Golang Back-end Engineer
- Developed the workflow execution service using a Temporal + RabbitMQ architecture, improving reliability for specific business scenarios by over 50%.
- Maintained infrastructure functions under a Docker microservice architecture, including logging, I18n (Internationalization) and data synchronization, ensuring stable infrastructure performance.
- Built CI/CD pipelines for automated testing and deployment in Development environment, significantly accelerating project deployment speed.
Lilith Games, Shanghai
Jun 2021 – Jun 2022
Technical Designer
- Collaborated with cross-functional teams and oversaw acceptance testing for physics, terrain, and matchmaking systems in the Avatar game engine.
- Developed plugin tools that provided versatile technical solutions for the game design and art teams, significantly improving the production pipeline efficiency.
- Designed and implemented multiple gameplay features for Project Party, including collecting mechanics and inventory systems, contributing to a more engaging player experience.
- Reconstructed the cutscene editor and designed the quest system for a narrative-driven game framework (Revolver Editor), enhancing the storytelling mechanics and the usability of the Avatar game engine.
Projects
Light CatRun
A 2D casual puzzle game developed for the 2024 TapTap Spotlight GameJam using Unity. Nominated for 'Best Game', 'Best Theme & Narrative', and 'Best Visual & Audio', and awarded 'Best Visual & Audio'.
- Developed functionalities for interactive objects, including light poles, platforms, and character spawn points.
- Implemented 2D character animation controller using an animation state machine.
- Implemented post-processing effects.
- Implemented UI features for the start screen, pause menu, and HUD.
Fantasy RPG Demo
A multiplayer RPG demo showcasing my expertise in designing and implementing complex gameplay systems.
- Networking: Implemented a C# network messaging framework using Protobuf for real-time, event-driven state synchronization of character movement, ensuring smooth and reliable multiplayer interactions.
- Game Systems: Developed core gameplay systems, including inventory, shop, friend list, team-up, and multi-channel chat to enrich multiplayer gameplay experience.
- User Interface: Built an intuitive UI framework with UGUI for managing menus, item displays, and inventory interactions, improving the overall user experience and interface responsiveness.
Skills
Programming Languages
- C++
- Python
- Go
- C#
- Javascript
- Lua
Unity Engine
Proficient in:
- UGUI
- Unity plugin development
- Animator
- Post-processing
Experienced with:
- Rigging
- Custom shader
Version Control Tools
- Git
- Perforce(P4V)
- SVN
- Unity Version Control
Unreal 5 Engine
Proficient in:
- Blueprint scripting
- Prototyping
Experienced with:
- Able Ability System
- Behavior tree