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Zijie (Aniki) Zhuo

Gameplay Engineer & Game System Engineer | USC CS Games


Designing systems,

building worlds,

and crafting immersive gameplay.​

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TENCENT IEG Game Client Development INTERN
(Unreal|C++ |Blueprint|Typescript)

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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Hamster Mapster
(UNITY 3D|30-person)

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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Sisyphus’s Worst Day (again)

(Unity|40-person)

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

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Cemented Dreams

(Unreal|55-person)

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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