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.
Building teams and operating practices that support collaboration and delivery across multiple projects.
13 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.
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.
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.