Gameplay programmer · Systems / AI / Interaction
Complexity in service of simplicity.
I design gameplay systems with efficient structure, concise logic, and clear feedback—so every layer earns its place.

Featured work · 01—04
Systems worth a closer look.
The strongest work leads with the problem, the technical idea, and my contribution—so its value is visible before the case study.

RenderMaster Bot
AI planning that stays inspectable, reproducible, and safe to execute.
A schema-gated AI system that turns graphics requests into validated Unreal Engine scene plans, renders evidence, and proposes bounded corrections.
- Schema-gated execution
- Asset-aware retrieval
- Evidence-driven correction

PolyGone
Stealth progression expressed as visible character evolution.
A discarded low-poly character steals polygons from NPCs to evolve into the star of the game—without getting caught.
- Sight + movement noise
- Three-stage mesh growth
- Parry-to-progress combat

Death of a Deal
One form switch changes how every object in the level behaves.
Switch between ghost and stone forms to manipulate haunted-house physics and scare away a determined real-estate agent.
- Ghost ↔ stone physics
- Reusable force systems
- Complete team-built game

Behavior Tree Framework
Randomized behavior that can still be reproduced frame by frame.
Deterministic random selectors and sequences for a shared C++ behavior-tree system, with per-instance seeds and persistent execution state.
- Per-agent deterministic seeds
- Persistent execution state
- Scoped C++ contribution
More selected work · 05—08
Games, tools, and focused studies.
A broader view of replay tooling, weapon feel, mobile interaction, and accessibility-led VR design.
Unreal Engine plugin prototype
Input Recorder & Ghost Replay
Replay systems & developer toolingA C++ runtime plugin that records Enhanced Input and actor transforms frame by frame, then replays an interpolated ghost with controllable timing.View project ↗
06First-person systems study
FPS Demo
Weapon feel & player movementA hands-on study of the small technical decisions that make shooting and movement feel distinct in first-person games.View project ↗
07Independent mobile arcade game
CoffeeTime
Mobile input & arcade gameplayA retro delivery game that combines touch interactions and device tilt with the pace of a classic arcade chase.View project ↗
08Independent accessibility-focused VR game
Through Other Eyes
VR interaction & social-impact designA VR experience that asks players to navigate through sound and touch while confronting failures in urban accessibility.View project ↗Profile · James Liu
Based in Ithaca, NYI make complex systems legible to players.
My work spans gameplay programming, AI architecture, physics-based mechanics, and rapid prototyping. I translate technical constraints into behavior that is readable, dependable, and satisfying to use.
I care about clear ownership, practical implementation, and polish that serves the player's understanding. The goal is not complexity for its own sake, but systems that earn their place in the game.
Core practice