Game programmer · C++ / Unreal / Tools
Complexity in service of simplicity.
I build gameplay systems, Unreal tools, and hardware-driven interactions with clear structure and feedback—so every layer earns its place.

Featured work · 01—04
Systems worth a closer look.
From a physical telephone controller to C++ gameplay and editor tools: selected projects, my responsibilities, and the systems behind them.

RenderMaster Bot
AI assistance built around approval, evidence, and reversible Unreal workflows.
- Context-aware conversation
- Approval-gated editing
- Trace-backed profiling

Past Path
Turn a sketch, a camera, and a journal into a progression system.
- Camera-alignment puzzles
- C++ diary component
- Game flow & engineering coordination

Signal Lost
Connecting a real rotary phone to an Unreal horror experience.
- Hardware-to-engine integration
- Multimodal interaction
- System design & game builds

Behavior Tree Framework
Randomized behavior that can still be reproduced frame by frame.
- Per-agent deterministic seeds
- Persistent execution state
- Scoped C++ contribution
More selected work · 05—10
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 ↗
06Team-built 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 ↗
073D stealth / growth game
PolyGone
Gameplay, AI & combat systemsA discarded low-poly character steals polygons from NPCs to evolve into the star of the game—without getting caught.View project ↗
08Physics-based platformer
Death of a Deal
Physics gameplay & level systemsSwitch between ghost and stone forms to manipulate haunted-house physics and scare away a determined real-estate agent.View project ↗
09First-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 ↗
10Independent 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
M.E.A.E. candidate · University of UtahI make complex systems legible to players.
My work spans C++ gameplay, Unreal editor tools, hardware integration, AI behavior, 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