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Zijie (Aniki) Zhuo

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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.

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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.

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Game Client Development INTERN

​(Unreal Engine 5 · C++ · Blueprint · TypeScript)

TENCENT IEG

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Implemented a 23-state player FSM, a 9-state enemy FSM, event-driven interactions, four-player split-screen, and multi-camera management.​

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HAMSTER MAPSTER

Gameplay Engineer

(Unity C# (3D) · Local Multiplayer · State Machines|30-person)

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Designed save/load and item-lifecycle systems, and built menu and scene flow across four chapters and seventeen levels.

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(Unity C# · Save/Load · Game Flow|40-person)

Gameplay & Systems Engineer

SISYPHUS'S WORST DAY (AGAIN)

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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.

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Gameplay & Systems Engineer

(Unreal Engine 5 · C++ · UMG · Shader · FMOD|55-person)

CEMENTED DREAMS

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