I am Zuo Hanjun, and I also publish work as Left Jun.
I am currently an Electronic Information undergraduate at Sichuan University, expected to graduate in July 2029. My main interests are game prototypes, interaction systems, gameplay implementation, and software-hardware projects. This site is not a static resume; it is a living portfolio archive of the projects I have built since November 2025, the systems I was responsible for, and the methods I have formed through jam development and engineering practice.
Current Focus
- Game development: mainly Unity and C#, with a focus on platformer feel, state switching, level interaction, and playable prototype loops.
- Gameplay design: turning a theme into mechanics, level flow, narrative structure, and art requirements.
- Software-hardware projects: STM32, HAL, PCB design, sensor input, PWM control, and system debugging.
- Team execution: leading small teams, breaking down tasks, running daily syncs, integrating versions, and turning ideas into playable builds.
Representative Projects
- Asherah’s Lament: a 72-hour team project where I served as team lead, main programmer, gameplay designer, and music producer, building platforming, spirit-energy resources, shortcut construction, and multi-ending systems.
- Emotion Mask: a solo 48-hour Global Game Jam 2026 project, covering design, programming, pixel art, music, and release preparation; published on TapTap.
- Relativity of a Dot: a 6-hour creative prototype that validates 2D/3D switching, camera linking, and spatial puzzle solving.
- Echoes of Time: a 7-day game jam team project where I worked as team lead, designer, writer, and gameplay designer, building a narrative puzzle experience around three timelines, music, and memory.
- Wireless Remote-Control System for a Wind-Powered Smart Boat Model: a software-hardware project covering the remote controller, receiver, drivers, PCB design, and debugging.
Skills and Tools
- Languages: C#, C, and continuing to strengthen C++ and engineering ability.
- Game engines: mainly Unity, with experience in Godot.
- Game systems: movement, jump/dash/wall detection, state machines, resource systems, checkpoints, settlement, multiple endings, and basic UI.
- Embedded and hardware: STM32F103C8T6, HAL, SPI, ADC, PWM, JLC EDA, soldering, and integration debugging.
- Development tools: Git, Visual Studio, VS Code, and Keil.
- Support tools: I use AI tools for debugging, logic analysis, script completion, feature breakdown, writing, and prototype building.
What I Care About
I am especially interested in these questions:
- How can a gameplay mechanic be validated quickly?
- How can core systems such as character control, state switching, and feedback rhythm feel smoother?
- How can narrative, levels, and interaction support each other instead of staying separate?
- When a project is still small, how can its engineering stay clear without becoming heavy?
If you want a quick picture of me, start with Projects.