April 2026

April 2026

April 2026

Wuxia Combat Framework

A multiplayer combat system built with Unreal Engine’s GAS, designed for scalability and responsiveness.

Combines C++ backend architecture with Blueprint integration to support fast iteration and networked gameplay.

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The Tree Problem...in Video Games

Designed and implemented core Gameplay Abilities, Effects, and Tags, along with base character classes for both players and enemies. Built to be modular, data-driven, and fully multiplayer-ready.


The Tree Problem...in Video Games

Designed and implemented core Gameplay Abilities, Effects, and Tags, along with base character classes for both players and enemies. Built to be modular, data-driven, and fully multiplayer-ready.


The Tree Problem...in Video Games

Designed and implemented core Gameplay Abilities, Effects, and Tags, along with base character classes for both players and enemies. Built to be modular, data-driven, and fully multiplayer-ready.


The Tree Problem...in Video Games

Designed and implemented core Gameplay Abilities, Effects, and Tags, along with base character classes for both players and enemies. Built to be modular, data-driven, and fully multiplayer-ready.

Wuxia Mechanics

Designed unique combat and implemented movement systems including Drunken Sword (醉剑) and Wall Run (飞檐走壁), translating Wuxia fantasy into fluid, responsive gameplay within a networked environment.

Wuxia Mechanics

Designed unique combat and implemented movement systems including Drunken Sword (醉剑) and Wall Run (飞檐走壁), translating Wuxia fantasy into fluid, responsive gameplay within a networked environment.

Wuxia Mechanics

Designed unique combat and implemented movement systems including Drunken Sword (醉剑) and Wall Run (飞檐走壁), translating Wuxia fantasy into fluid, responsive gameplay within a networked environment.

Wuxia Mechanics

Designed unique combat and implemented movement systems including Drunken Sword (醉剑) and Wall Run (飞檐走壁), translating Wuxia fantasy into fluid, responsive gameplay within a networked environment.

Enemy AI System

Designed and implemented enemy behaviors including idle, patrol, passive, aggressive, as well as specialized roles like archers, melee fighters, shield units, and dash attackers, enabling diverse combat encounters.

Enemy AI System

Designed and implemented enemy behaviors including idle, patrol, passive, aggressive, as well as specialized roles like archers, melee fighters, shield units, and dash attackers, enabling diverse combat encounters.

Enemy AI System

Designed and implemented enemy behaviors including idle, patrol, passive, aggressive, as well as specialized roles like archers, melee fighters, shield units, and dash attackers, enabling diverse combat encounters.

Enemy AI System

Designed and implemented enemy behaviors including idle, patrol, passive, aggressive, as well as specialized roles like archers, melee fighters, shield units, and dash attackers, enabling diverse combat encounters.

Combat Manager & Director

Built a combat orchestration system using EQS to manage enemy hordes. Ensures fairness by limiting how many melee enemies engage simultaneously, maintaining challenge without overwhelming the player.

Combat Manager & Director

Built a combat orchestration system using EQS to manage enemy hordes. Ensures fairness by limiting how many melee enemies engage simultaneously, maintaining challenge without overwhelming the player.

Combat Manager & Director

Built a combat orchestration system using EQS to manage enemy hordes. Ensures fairness by limiting how many melee enemies engage simultaneously, maintaining challenge without overwhelming the player.

Combat Manager & Director

Built a combat orchestration system using EQS to manage enemy hordes. Ensures fairness by limiting how many melee enemies engage simultaneously, maintaining challenge without overwhelming the player.

Experimental by Design

像科研一样做游戏

像科研一样做游戏

像科研一样做游戏

像科研一样做游戏