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.
Bringing development, operations and content together to launch businesses and improve commercial outcomes.
16 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.
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.
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.
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.
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.
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.
A membership-benefit product built around goods, variants, orders and fulfillment, beginning with an operable manual flow before supplier automation.
Connects users, administrators and partners through a document-service workflow covering quotes, review, assignment, delivery checks and logistics.