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ZC 程之睿 CZR's SPACE
About Me

关于我About Me

游戏开发者 · 一点关于我的故事。Game developer · a little about me.

程之睿
程之睿 · Zhirui Cheng
Dream of being a Greatest TA · Just a dreamDream of being a Greatest TA · Just a dream

// hello world, 我是// hello world, I'm

程之睿 Zhirui Cheng

Gameplay Programmer · 游戏开发者Gameplay Programmer · Game Developer

USC 计算机科学(游戏开发方向)在读硕士。专注 Unreal Engine 5 与 Unity 的 gameplay 编程 —— 3C、动画系统、GAS 与 C++/Lua 分层架构。曾在腾讯光子 & 腾玉互动实习。M.S. in Computer Science (Game Development) at USC. Focused on gameplay programming in Unreal Engine 5 & Unity — 3C, animation systems, GAS and layered C++/Lua architecture. Previously interned at Tencent Lightspeed and Tengyu Interactive.

3.91
本科 GPA (Top 3%)GPA (Top 3%)
游戏工作室实习Studio Internships
UE5
主力引擎Main Engine
3+
作品项目Projects

技术栈Tech Stack

Languages
C++ (modern: RAII, smart pointers, move semantics)C#Lua
Unreal Engine 5
C++ & Blueprint gameplayGameplay FrameworkEnhanced InputCharacterMovementComponentGameplay Ability System (GAS)Animation Blueprint / IK RigNetwork ReplicationUnLua 热更脚本 (C++/Lua 分层)
Unity
CinemachineTimelineUGUICharacter ControllersState MachinesClient–Server NetworkingCustom Editor Tooling
Client & Graphics Fundamentals
3C 设计 (Camera, Character, Control)Finite State MachinesAnimation SystemsTransform pipeline & projection math (RH/LH, NDC, reverse-Z)
Tools
GitPerforceUGitUGSVisual StudioFModel

实习经历Experience

Unreal Engine 开发实习生Unreal Engine Developer Intern
Tengyu Interactive · 腾玉互动Tengyu Interactive
Jul 2025 – Oct 2025
  • 接手进行中的 UE5 ARPG 迭代,第一周内读通遗留 gameplay 逻辑与系统架构,直接在陌生代码库上交付改动。Took ownership of an in-progress UE5 ARPG iteration, reading down the legacy gameplay logic and architecture to ship changes against an unfamiliar codebase within the first week.
  • 与主程一起按修订后的设计规格重构核心 gameplay 模块,在版本里程碑前解决关键阻塞技术问题。Refactored core gameplay modules alongside the team lead against revised design specs, resolving blocking technical issues ahead of the release milestone.
游戏开发实习生Game Developer Intern
腾讯光子 Lightspeed Studios (H Studio)Lightspeed Studios (H Studio), Tencent
Feb 2025 – Jun 2025
  • 在 UE5 上开发 AAA 开放世界项目的客户端 gameplay,工作于工作室的 C++/Lua 分层架构 —— 性能关键系统用 C++,可热更逻辑通过 UnLua 用 Lua 编写。Developed client-side gameplay for a AAA open-world title in UE5, working within the studio's C++/Lua layered architecture — performance-critical systems in C++, hot-updatable logic in Lua via UnLua.
  • 独立交付一个端到端的三消小游戏:交互与消除判定、UI 流程、热更脚本、客户端-服务器通信,并集成进生产代码库。Independently delivered an end-to-end match-3 mini-game: interaction and match-resolution logic, UI flow, hot-update scripting, and client–server communication, integrated into the production codebase.

教育经历Education

University of Southern California
M.S. in Computer Science (Game Development)
Aug 2026 – May 2028 (expected) · Los Angeles, CA
Zhejiang Gongshang University
B.E. in Computer Science and Technology
Sep 2022 – Jun 2026 · Hangzhou, China

GPA 3.91/5.00 · 专业前 3% · 三次优秀奖学金 · 校程序设计竞赛二等奖GPA 3.91/5.00 · Top 3% · Merit Scholarship ×3 · 2nd Prize, Campus Programming Contest

关于 & 兴趣Beyond Code

  • 活跃于游戏开发社区;把成品游戏的机制拆解、重建成原型来研究工业级实现。Active in game-dev communities; rebuilds mechanics from shipped titles as prototypes to study production technique.
  • 有版画(printmaking)艺术背景 —— 影响我对镜头构图、动画节奏与 game feel 的理解。Printmaking art background — informing my sense of camera framing, animation timing, and game feel.