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.

James Liu
James LiuGameplay / Systems

Selected work · 01—08

Built with intent.

Current AI and engine work alongside independent games, selected for clear technical ownership and player-facing results.

Unreal Engine material preview produced through RenderMasterBot01

Local-first graphics AI system

AI architecture, retrieval & Unreal automation

RenderMasterBot

A schema-gated AI system that turns graphics requests into validated Unreal Engine scene plans, renders evidence, and proposes bounded corrections.

PythonUnreal Engine 5Ollama
Input Recorder and Ghost Replay plugin icon02

Unreal Engine plugin prototype

Replay systems & developer tooling

Input Recorder & Ghost Replay

A C++ runtime plugin that records Enhanced Input and actor transforms frame by frame, then replays an interpolated ghost with controllable timing.

Unreal Engine 5C++Enhanced Input
Close-up of PolyGone's stylized low-poly protagonist03

3D stealth / growth game

Gameplay, AI & combat systems

PolyGone

A discarded low-poly character steals polygons from NPCs to evolve into the star of the game—without getting caught.

UnityC#Game AI
Pixel-art gameplay scene from Death of a Deal04

Physics-based platformer

Physics gameplay & level systems

Death of a Deal

Switch between ghost and stone forms to manipulate haunted-house physics and scare away a determined real-estate agent.

JavaLibGDXBox2D
C++ initialization code from the behavior tree framework05

C++ game AI contribution

Deterministic game AI & debugging

Behavior Tree Framework

Deterministic random selectors and sequences for a shared C++ behavior-tree system, with per-instance seeds and persistent execution state.

C++Behavior TreesMersenne Twister
First-person weapon aiming at bottles in the FPS demo06

First-person systems study

Weapon feel & player movement

FPS Demo

A hands-on study of the small technical decisions that make shooting and movement feel distinct in first-person games.

UnityC#Probability
Top-down mobile gameplay from CoffeeTime07

Independent mobile arcade game

Mobile input & arcade gameplay

CoffeeTime

A retro delivery game that combines touch interactions and device tilt with the pace of a classic arcade chase.

UnityC#Input System
Dark, limited-vision VR scene from Through Other Eyes08

Independent accessibility-focused VR game

VR interaction & social-impact design

Through Other Eyes

A VR experience that asks players to navigate through sound and touch while confronting failures in urban accessibility.

VRHapticsSpatial audio

Profile · James Liu

Based in Ithaca, NY

I 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

Gameplay systemsGame AIPhysics & interactionTechnical prototyping