ZeroWorld · Seamless-world MMO
As producer and core-technology lead, built a runnable seamless-world MMO demo and moved into alpha production, connecting maps, navigation, multiplayer scenes and an asset economy.
Explore responsibilities, implementation and business outcomes across AI applications, game development and international collaboration.
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36 projectsAs producer and core-technology lead, built a runnable seamless-world MMO demo and moved into alpha production, connecting maps, navigation, multiplayer scenes and an asset economy.
Two names for the same project. A collect–fight–progress loop combines top-down fog of war and real-time ballistics, connecting match pacing, map tactics and multiplayer combat feedback.
Connected playback, membership, content operations and releases into a short-drama business, reaching peak DAU of 800,000 and business net profit above ten million.
Shipped a learning product combining study rules, content quality, speech and AI conversation. I directed product scope, architecture and experience improvements, using AI for coding and SDK integration.
Applied AI across development and service operation: automated collection and cleaning, research, predictive analysis, self-checks and result synchronization. The product launched and served paying customers.
A complete rebuild in the same product category as the domestic app, combining multilingual content workflows, client/server work and native integration. Its business metrics are kept separate from the domestic product.
A mobile plugin stack for model resources, native inference and audio capture/synthesis, centered on resource lifecycle and local/server routing.
Introduced a mini-game portfolio strategy combining in-house development, licensing, exclusive distribution and integrated operations. User LTV reached 2.8 times its previous level, the business moved from losses to profitability, and the technical approach supported a portfolio-wide peak of 10 million DAU.
Progressed from Producer / Technical Director to VP / Technical Director at Jinke, overseeing eight development teams plus testing and analytics, connecting project approval, development, releases, incidents and business objectives.
Led Talking Tom localization in China at Jinke, coordinating product, engineering and data with Outfit7 and building local teams and cross-functional delivery. The related China business generated RMB 200 million in annual revenue.
Directed native-casual and simulation exploration, connecting creative tests, prototypes, advertising and IAP design to project decisions. The portfolio included 忍者快跑, 碰碰喵星人, 老板来一杯 and 造个岛.
Owned the product framework and economic loop for the simulation / light-SLG project 石油 during the early Jinke production period, then handed over production responsibility.
A full-3D MMO developed during Hanhun’s transition from H5 distribution to in-house games, combining classes, treasures, progression and a seamless flying world. This is distinct from the later ZeroWorld project.
Built an H5 distribution venture connecting platform integration, game supply, WeChat public-account traffic partnerships and revenue sharing.
Moved from Unity client leadership and studio formation into production, adding generals, troops and city conquest as the action-card market changed, then adjusting pacing through tests.
Progressed from client development and technical leadership into 3D-engine work, spanning game frameworks, synchronization, editors, threading and selected rendering optimization across multiple products.
Early work at Duoyi progressed from live maintenance into major client-feature development, followed by fixes across products and selected backend work.
Built client frameworks and core combat for a 2D tactical MMO at Duoyi, alongside map and skill editors.
Built client frameworks, map synchronization, combat and character systems for a 3D faction-war MMO, alongside protocol and art-resource conventions.
MOBA engineering at Duoyi, focused on the client framework, combat module and client/server synchronization.
A portfolio spanning ID photos, match reminders, finance and content tools, organized around user tasks, platform choices and delivery. Each product’s stage is recorded separately.
Turns image processing into a service flow covering specifications, photo submission, asynchronous jobs, downloads and receipts, beyond a single model result.
A proposal to turn one-way assessment into an evidence workspace where users can add, correct and continue research. This is a later pivot design, separate from the existing assessment product.
An offline utility product for common calculations, bringing together a calculation engine, category navigation and responsive layouts.
A membership-benefit product built around goods, variants, orders and fulfillment, beginning with an operable manual flow before supplier automation.
Organizes quotes, retail prices and historical trends into an information product, with platform, currency, category and time-period handling at the API boundary.
Connects users, administrators and partners through a document-service workflow covering quotes, review, assignment, delivery checks and logistics.
Generates packing suggestions from destination, month, duration and companions, translating travel scenarios into extensible rules and templates.
Explores document presentation and verification with a cross-platform foundation, separating local sandbox/server work from the remaining real-wallet trust-chain integration.
Connects a tower-defense prototype with usable map and level editing, focusing on edits, write-back, version conflicts and rebuilding.
Uses fast approximate pathfinding, cache invalidation, batched rendering and observable counters to iterate on a mobile-oriented game prototype.
Starts from snake-like extraction semantics to correct arrow behavior, then organizes generation, experiment results, gesture arbitration and fixed-level delivery.
Organizes workshop production, expeditions and resource reservations into inspectable simulation state, with save compatibility and version evolution.
Studies code, configuration, assets and behavior before staged H5, mini-program and Android validation, emphasizing isolated projects and human acceptance.
Turns gameplay ideas into rules, engineering contracts and stage checks, refining AI collaboration from failures while retaining human product judgment and acceptance responsibility.
Helped a game company resolve lag and latency above 1,200 concurrent users. Diagnosed from symptoms before reading the code, then inspected the unfamiliar codebase on site and resolved the issue within hours after it had persisted for weeks.