AFFILIATIONS
Internships & Research Experience
Hypergryph
Game Engineer Intern
May 2024 - August 2024
​
I joined the Arknights: Endfield team as a game engineer intern in summer 2024.
NYU Future Reality Lab
Student Researcher
Oct. 2023 - Present
I joined the NYU Future Reality Lab in Oct. 2023 with Prof. Ken Perlin as my advisor. I am actively conducting research on XR applications in game design and development.
NYU Courant Institute of Mathematical Sciences
Student Researcher
May 2023 - Oct. 2023
ML-Based Terrain Generation with Prof. Gizem Kayar
• Researched and designed algorithms to perform procedural terrain generation by sketches using CGAN
• Evaluated possible machine learning techniques and conducted quantitative analyses of their performance
• Implemented tools for generating sketches and for game engine - model communication
New York University
Teaching Assistant - CSCIUA-202 Operating Systems
Sep. 2024 - Dec. 2024
​
Teaching Assistant - CSCIUA-480 Computer Graphics
Jan. 2024 - May 2024
​
Teaching Assistant - GAMESUT-121 Intermediate Game Development
Sep. 2023 - Dec. 2023
Founder, Director
Sep. 2021 - Present
​
• Founded the student-organized independent game studio in 2021 with 17 active members, 5 completed game projects, and 2 ongoing large-scale projects
• Developed mature procedures and tools for professional game development and team management
Silverjay Studio
Game Software Engineer Intern
May 2022 - Aug. 2022
​
• Developed physics simulation, player behavior, and UI system for using Unity and C#
• Implemented character AI using Behaviour Trees and Goal-Oriented Programming
• Researched and developed effects for fog, water, and stars using Raymarching and Compute Shaders
• Developed editor tool in Unity for editing character behavior state machines
Gameloft Inc.
NetEase Inc.
Game Client Engineer Intern
Aug. 2020 - Nov. 2020
​
• Developed character clothing in NARAKA: Bladepoint using mass-spring systems for physics and multi-pass PBR shaders for realistic rendering
• Developed UI and event systems for tutorial sessions
• Optimized GC allocation using Unity Profiler and rendering overhead using Render Doc
• Developed timeline editor tools to synchronize character animation, particle effects, and game logic