
Zijie (Aniki) Zhuo
Gameplay Engineer & Game System Engineer
Game jam
Polished and Demo
Hell Meme
Designer & Programmer

Vow of Offering
Designer & Programmer

Sumo Slam
Designer & Gameplay Engineer

Drifting
Designer & Gameplay Engineer

Info
Team: 5-Person Team (Work with Annika from UCB, ritsu from cU, bilbo from nyu, caroline)
Engine: Unity 2D
Development Period: March 2025
Genre: Single-player / Action / Atmospheric Narrative / Linear Levels
My Responsibilities
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designed and implemented the elevator scene.
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Programmed door button logic and related animations.
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Developed ghost spawning, movement, and interactive feedback systems.
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Crafted the overall atmosphere, ensuring progression of tension and emotion.
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Conducted gameplay testing to refine pacing and dramatic tension.
Info
Team: 2-Person Team (Work with Anna from usc)
Engine: Unity 3D
Development Period: Aug 2024 – Dec 2024
Genre: Single-player / Puzzle / Adventure / Atmospheric Narrative / FPS
My Responsibilities
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Independently designed two core levels.
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Programmed and implemented the “mirror reflection shadow” gameplay.
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Developed AI following and laser detection systems.
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Built visual puzzle mechanics.
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Coded FPS combat module.
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Optimized hit detection and camera shake parameters to enhance immersion and combat feedback.
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Conducted three rounds of user testing, iterating and refining the gameplay.
info
Team: 2-Person Team (Work with ethan from usc)
Engine: Unity 2D
Development Period: Dec 2024
Genre: Fighting Framework / Hit Detection / State Machine / Impact Feedback / Competitive Battle
My Responsibilities
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Designed diverse skill systems.
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Programmed combat judgment logic.
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Created effects and character details (e.g., blinking animations) to bring characters to life.
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Enhanced combat intensity through sound and visual feedback.
Info
Team: 2-Person Team (Work with Brian from usc)
Engine: Unity 2D
Development Period: Sep 2024
Genre: Two-Player Competitive / Drift Racing Battle
My Responsibilities
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Designed and implemented the shadow trail system and track layout.
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Tuned drifting feel, refining physics parameters to ensure both speed and challenge.
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Added dynamic sound effects to enhance immersion.
Escape Maze
Designer & Gameplay Engineer

Info
Team: 2-Person Team (Work with Mary from usc)
Engine: Unity 2D
Development Period: Oct 2024
Genre: Two-Player Competitive / Maze Escape / Skill Duel
My Responsibilities
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Designed maze structure and interactive skills.
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Implemented character growth and sprint logic.
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Built UI interface and balanced skill parameters to ensure urgent yet fair pacing.
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Designed and integrated collision sound effects.
Lined Pong
Designer & Gameplay Engineer

INFO
Team: 2-Person Team (Work with Jammie from usc)
Engine: Unity 2D
Development Period: Oct 2024
Genre: Two-Player Competitive / Fast-Paced Duel / Mechanic Remix
My Responsibilities
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Innovated on the classic Pong with new mechanics.
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Designed timing restrictions for paddle movement.
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Developed dual-side UI and optimized interaction.
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Enhanced impact through sound effects and collision feedback.
Running Snail
Designer & Gameplay Engineer

INFO
Team: 2-Person Team (Work with Lynk from usc)
Engine: Unity 2D
Development Period: Nov 2024
Genre: Single-Player / Rhythm / Survival
My Responsibilities
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Designed rhythm detection mechanics.
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Implemented interactions between cars and snail.
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Introduced rhythm and ambient sound effects, immersing players in the “slow survival” tension.
Ballon Race
Designer & Gameplay Engineer

INFO
Team: 2-Person Team (Work with Denise from usc)
Engine: Unity 2D
Development Period: Sep 2024
Genre: Two-Player Competitive / Resource Management
My Responsibilities
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Designed the core loop (collecting vs. avoiding).
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Implemented item and obstacle systems.
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Developed helium shrinking and speed boost logic.
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Added sound feedback to make each supply and collision more intense and rewarding.