About

Left Jun is an undergraduate student in Electronic Information at Sichuan University and the founder of Limenauts. His current focus is game client and gameplay development, with project experience across Unity, Unreal Engine 5, web products, and embedded systems.

04/22/2026 4 min read 中文

I publish work as Left Jun. In formal resumes, competition materials, and recruiting contexts, I use my legal name, Zuo Hanjun.

Limenauts is the personal and team creation brand I initiated and continue to use. It carries the game jams, playable prototypes, team projects, and long-term development records that I lead. It is not a separate organization detached from me, but a creative banner for organizing collaboration, finishing work, and exploring game expression through implementation.

I am currently an Electronic Information undergraduate at Sichuan University, expected to graduate in June 2029. My current focus is game client and gameplay development. Unity / C# remains my main foundation, while I am strengthening Unreal Engine 5, Blueprint, multiplayer networking, and C/C++ engineering ability.

Beyond games, I also keep building web products and STM32 hardware-software projects. This site is not a general blog; it is a living project archive that records playable works, systems I personally owned, public feedback, and the path from short prototypes toward more complete delivery.

Current Focus

  • Game client development: character control, state machines, enemy interaction, level logic, UI feedback, scoring, scene flow, and basic multiplayer synchronization.
  • Gameplay design and implementation: breaking down themes and experience goals into mechanics, player flow, tunable parameters, feedback, and working systems.
  • Rapid prototyping and delivery: multiple 48-72 hour development cycles, with practice in scope control, task breakdown, asset integration, and demonstrable builds.
  • Cross-domain development: web products, C/C++, STM32, PCB work, wireless communication, and hardware-software integration.
  • Team execution: repeatedly serving as team lead or main developer, responsible for task planning, build integration, communication, and presentation.
  • Research and collaboration: participating in a Tencent Photon youth training camp research group under confidentiality requirements, supporting game-related research planning, team collaboration, and technical work without disclosing topic details.

Representative Projects

  1. Emotion Mask: a solo 48-hour Global Game Jam 2026 Changsha project that connects three emotion states with character abilities, scene interaction, and audio-visual feedback; published on TapTap.
  2. Elegy of Asherah: a 72-hour cross-school team project where I served as team lead, main programmer, and gameplay systems designer, building spirit-energy resources, form switching, underground safe time, shortcut construction, and multiple endings.
  3. UE5 Multiplayer PvE Demo: my first Unreal Engine 5 multiplayer technical demo, covering server-authoritative shooting, enemy AI, respawn, cooperative scoring, and synchronized win state.
  4. 阈限手记: a personal web product for journals, essays, and personal expression, focused on low-interruption writing, immersive reading, content organization, and a warm paper-like visual direction.
  5. Wireless-Controlled Wind-Powered Model Boat: an embedded hardware-software project covering the controller, boat receiver, STM32 drivers, PCB work, and system debugging; reached the finals and ranked ninth among 72 teams.
  6. Relativity of a Dot: a 6-hour prototype validating a 2D / 3D switching mechanic.
  7. Echoes Through Time: an early team narrative project built around ancient, modern, and future timelines and musical memory.

2026 In Progress

  • Tencent Afterclass Client Direction: completed a UE5 multiplayer PvE demo, demo video, and technical report, adding hands-on Unreal Engine 5 and multiplayer practice.
  • Tencent Photon Youth Training Camp Research Group Member: participating in game-related research planning, team collaboration, and technical support; specific topics and stage results follow confidentiality requirements and are not publicly shown.
  • 阈限手记: continuing product structure, writing and reading experience, responsive pages, and content feature development.

Skills and Tools

  • Languages: C#, C, and C++.
  • Game engines: Unity and Unreal Engine 5, with collaborative project experience in Godot.
  • Gameplay: movement, jump / dash / wall detection, state switching, resource systems, damage and health, enemy AI, checkpoints, scoring, multiple endings, and basic multiplayer synchronization.
  • UE5: Blueprint, Replication, Listen Server, UMG, basic AI, and multiplayer gameplay flow.
  • Web: Astro, Next.js, responsive layout, component-based pages, static-site maintenance and deployment; the technical stack of 阈限手记 is described according to its actual repository.
  • Embedded and hardware: STM32F103C8T6, HAL, SPI, ADC, PWM, nRF24L01, JLC EDA, soldering, and integration debugging.
  • Development tools: Git, Visual Studio, VS Code, STM32CubeIDE / Keil.
  • AI-assisted development: I use Codex, Claude Code, DeepSeek, and similar tools for requirement breakdown, code review, log analysis, error diagnosis, and documentation; generated content must be understood, debugged, and verified by me before entering a project.

What I Care About

I am especially interested in these questions:

  • How can a gameplay mechanic be validated as a playable loop in a short time?
  • How do character control, state switching, enemy behavior, and feedback rhythm combine into game feel?
  • How can rules, level structure, and narrative expression support each other?
  • In multiplayer contexts, which gameplay states should be server-authoritative and how should they synchronize to clients?
  • How can small teams and solo projects keep engineering clear, control scope, and still deliver?
  • What common structures exist across input, state, feedback, and reliability in game development, web products, and hardware-software practice?

If you want a quick picture of me, start with Projects.

Contact

Contact

Project, feedback, collaboration, and game client / gameplay contact information for Left Jun.

Profile

This is the project contact page for Left Jun. My current focus is game client work, gameplay systems, Unity / UE5 prototypes, web products, and STM32 hardware-software projects.

For implementation discussions, playtest feedback, collaboration, internship opportunities, or portfolio material, you can reach me through the channels below.

Contact

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