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Zijie (Aniki) Zhuo


Gameplay & AI Programmer & Technical Artist | USC CS Games


Designing systems,

building worlds,

and crafting immersive gameplay.​

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Vow of Offering

(Unity|2-person)

Mirror reflection → “shadow paths”; seamless switch between escape puzzle and FPS combat.

  • Raycast + LayerMask + reflection vectors for valid path × AI follow/laser detection.

  • Hitbox/Hurtbox ↔ Camera-shake curve linkage, enhancing hit feedback.

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Sisyphus’s Worst Day

(Unity|30-person)

You are not Sisyphus, but the “hand of fate” constructing the only solution.

  • Behavior Tree (patrol/chase/interact) stabilizes encounter rhythm.

  • “Moving building” mechanic + anti-“cheat path” constraint, offline solution validation.

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Cemented Dream

(Unreal|30-person)

Concrete tower stealth: move/hide/sneak/slide state machine with guard search AI.

  • Player State Machine (move/hide/sneak/slide).

  • Vision/path/cooldown multi-condition Search/Fight AI, avoiding state jitter.

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Sumo Slam

(Unity 2D|2-person)

Hitbox + State Machine, making a sumo fight purely about feel.

  • Hitbox/Hurtbox detection with multi-stage stun; charge/block/parry loops.

  • Camera-shake × audio-visual sync, building weight and impact feedback.

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Portal
(C++ Remake)

Rebuilding Portal’s spatial rules in minimal form to grasp its engineering core.

  • Portal pairing/space mapping (momentum & direction preserved).

  • Collision detection, level switching, and respawn cycle.

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Hell Meme
(Unity 2D|5-person)

A Hold-to-Open key builds readable yet tense elevator pressure.

  • Long-press gate + rhythm sound/vibration escalation creates risk windows.

  • Enemy spawn/evacuation thresholds with “merit” scoring balance tension and success.

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