Portfolio content and mobile experience refresh
A foundation refresh covering mobile navigation, a bilingual update timeline, data-driven selections, responsive media, search performance, and structured SEO.
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A timeline of project milestones, events, awards, training, research, releases, and new writing.
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A foundation refresh covering mobile navigation, a bilingual update timeline, data-driven selections, responsive media, search performance, and structured SEO.
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An individual study covering a new PM's first 48 hours, conflict decisions, launch review, and a three-month roadmap, developed from personal working notes.
Coordinated a 14-person study team that delivered an H5 product and backend, survey and interview work, a report, and the final presentation.
A study of IP gameplay translation, version ecosystems, and long-term operation through attack-defense exchange in action games.
A personal web product in progress for journals, essays, and personal expression, using warm paper-like visuals, generous spacing, and low-interruption interaction for writing and reading.

My first Unreal Engine 5 multiplayer PVE demo: a Blueprint and Replication based local Listen Server build with server-authoritative shooting, enemy AI, respawn, team scoring, and win-state sync.

A retrospective on Elegy of Asherah, a 72-hour Limenauts team project, covering system design, production coordination, resource-management gameplay, and offline playtest feedback.

A retrospective on Emotion Mask, from a Global Game Jam prototype to an offline roadshow demo, covering development choices, mechanic tradeoffs, and follow-up direction.

A retrospective on Echoes of Time, covering the Sanjiao Cup Game Jam plan, three-era level structure, narrative writing, and team collaboration.

A follow-up update plan for Emotion Mask based on feedback from the May 16 Shuguang Youji offline playtest.

A follow-up plan for Elegy of Asherah based on feedback from the May 16 Shuguang Youji offline playtest, focused on onboarding and system feedback.

Notes from showing Emotion Mask and Elegy of Asherah at the first Chengdu Shuguang Youji offline game exhibition, plus follow-up directions from nearly one hundred playtests.

A short note explaining how projects, retrospectives, development plans, and articles & columns connect in this portfolio.
My solo entry for the Sichuan University Water Star Model Boat Competition (Spring 2026): I completed the controller, onboard receiver, PCB, fabrication, and full-system integration, then placed 9th among 72 professional-division teams.

A 72-hour Tencent University Game Extreme Development Competition team project: a 2D platformer and resource-management game built around spirit energy, underground safe time, shortcut construction, and multi-ending settlement.
A 6-hour 2D / 3D switching puzzle prototype using DimensionManager, Cinemachine, movement-axis switching, and collider switching to test spatial-rule changes.

A 2D emotion-driven platformer-puzzle game growing from a solo 48-hour Global Game Jam prototype toward Steam release and market validation.

An early Limenauts team project: a 2D narrative puzzle-platformer built around ancient, modern, and future timelines, timeline switching, instrument collection, and music-driven level progression.

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