
Zijie (Aniki) Zhuo
Gameplay Engineer & Game System Engineer

Zijie (Aniki) Zhuo
Designing systems,
building worlds,
and crafting immersive gameplay.
(UE5 C++ · Unity C# · Multiplayer Gameplay · Procedural Systems · Debugging & Performance)
Gameplay Engineer & Game System Engineer
USC CS Games graduate and M.S. Computer Science student with game client development experience at Tencent IEG.

Evaluated multiplayer synchronization approaches and built round-based UE5 gameplay prototypes. Redesigned a tile-based procedural generation pipeline, reducing 300×300 map generation time from 30 seconds to 6 seconds. Audited and refactored 107 Blueprint assets into C++, improving maintainability, reusability, and system modularity.
Game Client Development INTERN
(Unreal Engine 5 · C++ · Blueprint · TypeScript)
TENCENT IEG

Implemented a 23-state player FSM, a 9-state enemy FSM, event-driven interactions, four-player split-screen, and multi-camera management.
HAMSTER MAPSTER
Gameplay Engineer
(Unity C# (3D) · Local Multiplayer · State Machines|30-person)

Designed save/load and item-lifecycle systems, and built menu and scene flow across four chapters and seventeen levels.
(Unity C# · Save/Load · Game Flow|40-person)
Gameplay & Systems Engineer
SISYPHUS'S WORST DAY (AGAIN)

Built a terrain-scanning exploration system and an 8-panel UMG debug overlay. Profiled runtime bottlenecks and reduced level frame time from 23.4 ms to 19.2 ms.



