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.

Selected work · 01—08
Built with intent.
Current AI and engine work alongside independent games, selected for clear technical ownership and player-facing results.
01RenderMasterBot
A schema-gated AI system that turns graphics requests into validated Unreal Engine scene plans, renders evidence, and proposes bounded corrections.
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.
03PolyGone
A discarded low-poly character steals polygons from NPCs to evolve into the star of the game—without getting caught.
04Death of a Deal
Switch between ghost and stone forms to manipulate haunted-house physics and scare away a determined real-estate agent.
05Behavior Tree Framework
Deterministic random selectors and sequences for a shared C++ behavior-tree system, with per-instance seeds and persistent execution state.
06FPS Demo
A hands-on study of the small technical decisions that make shooting and movement feel distinct in first-person games.
07CoffeeTime
A retro delivery game that combines touch interactions and device tilt with the pace of a classic arcade chase.
08Through Other Eyes
A VR experience that asks players to navigate through sound and touch while confronting failures in urban accessibility.
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