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Zijie (Aniki) Zhuo
Gameplay Engineer & AI Engineer &Technical Artist

Zijie (Aniki) Zhuo
Gameplay & AI Programmer & Technical Artist | USC CS Games
Designing systems,
building worlds,
and crafting immersive gameplay.

Vow of Offering
(Unity|2-person)
Mirror reflection → “shadow paths”; seamless switch between escape puzzle and FPS combat.
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Raycast + LayerMask + reflection vectors for valid path × AI follow/laser detection.
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Hitbox/Hurtbox ↔ Camera-shake curve linkage, enhancing hit feedback.

Sisyphus’s Worst Day
(Unity|30-person)
You are not Sisyphus, but the “hand of fate” constructing the only solution.
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Behavior Tree (patrol/chase/interact) stabilizes encounter rhythm.
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“Moving building” mechanic + anti-“cheat path” constraint, offline solution validation.

Cemented Dream
(Unreal|30-person)
Concrete tower stealth: move/hide/sneak/slide state machine with guard search AI.
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Player State Machine (move/hide/sneak/slide).
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Vision/path/cooldown multi-condition Search/Fight AI, avoiding state jitter.

Sumo Slam
(Unity 2D|2-person)
Hitbox + State Machine, making a sumo fight purely about feel.
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Hitbox/Hurtbox detection with multi-stage stun; charge/block/parry loops.
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Camera-shake × audio-visual sync, building weight and impact feedback.

Portal
(C++ Remake)
Rebuilding Portal’s spatial rules in minimal form to grasp its engineering core.
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Portal pairing/space mapping (momentum & direction preserved).
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Collision detection, level switching, and respawn cycle.

Hell Meme
(Unity 2D|5-person)
A Hold-to-Open key builds readable yet tense elevator pressure.
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Long-press gate + rhythm sound/vibration escalation creates risk windows.
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Enemy spawn/evacuation thresholds with “merit” scoring balance tension and success.
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