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
- 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.
- 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.
- 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.
- 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.
- 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.
- Relativity of a Dot: a 6-hour prototype validating a 2D / 3D switching mechanic.
- 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.