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ZC 程之睿 CZR's SPACE
Portfolio

我的作品My Work

游戏项目与相关系统实现 —— 点开每个项目看技术细节。Game projects and the systems behind them — the technical details.

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UE5 Action-Combat 3C Demo
个人项目Independent · Jun 2026 – Present
★ 主打★ Featured
  • 构建 C++ 优先的输入管线:Enhanced Input 喂给自定义 UInputComponent 子类,把原始输入分类成 gameplay intent,用一层很薄的 Blueprint 转换层保持每角色绑定的数据驱动。Built a C++-first input pipeline: Enhanced Input feeding a custom UInputComponent subclass that classifies raw input into gameplay intents, with a thin Blueprint translation layer keeping per-character bindings data-driven.
  • 实现带 Custom Movement Modes 的 CharacterMovementComponent 子类,包括当角色以一定角度阈值靠近墙面时自动进入攀爬模式的 wall climbing。Implemented a CharacterMovementComponent subclass with Custom Movement Modes, including wall climbing that auto-enters climb mode when the character approaches a surface within an angle threshold.
  • 实现预测性 Foot IK —— 手 K 的 foot-state 与落地时机动画曲线驱动 IK Rig 节点,加上骨盆偏移 —— 让脚步在不平地形上提前预判,而不是接触后再纠正。Implemented predictive foot IK — hand-authored foot-state and plant-time animation curves driving an IK Rig node, plus pelvis offset — so foot placement anticipates uneven terrain instead of correcting after contact.
  • 搭建 locomotion Animation Blueprint(嵌套 Idle ↔ Move 状态机 + Walk/Run 子状态)与 GAS 骨架(AbilitySystemComponent、AttributeSet、技能驱动的攻击)。Built the locomotion Animation Blueprint (nested Idle ↔ Move state machine with Walk/Run sub-states) and a Gameplay Ability System skeleton (AbilitySystemComponent, AttributeSet, ability-driven attacks).
  • 研究成品架构作为参考 —— Epic 的 Lyra 示例 (PawnData、GameplayTag registry、AnimNotify CDO 模型) 以及对某商业 UE ARPG 的资产级分析。Studied shipped-title architecture as reference — Epic's Lyra sample (PawnData, GameplayTag registry, AnimNotify CDO model) and asset-level analysis of a commercial UE ARPG.
C++BlueprintGASIK Rig
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“Portal”-Style 3D Puzzle Game
核心开发 & 设计Core Developer & Designer · Sep 2024 – Dec 2024
🏆 校内开发大赛「最独特游戏」“Most Unique Game” — Campus Dev Contest
  • 实现传送门系统 —— 放置、视图渲染、传送门对之间的物理穿越 —— 作为核心的空间解谜机制。Implemented the portal system — placement, view rendering, and physics traversal between portal pairs — as the core spatial-puzzle mechanic.
  • 搭建玩家侧技术栈:第一人称移动控制器、玩家状态机,以及可复用的场景交互系统。Architected the player-side stack: first-person movement controller, player state machine, and a reusable scene interaction system.
  • 设计关卡布局与解谜进程;获校内开发大赛「最独特游戏」奖。Designed level layouts and puzzle progression; awarded “Most Unique Game” in the campus development contest.
UnityC#
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Modular Game Framework & 3C System
个人项目Independent · Sep 2023 – Sep 2024
  • 构建可复用的 ARPG 框架,配套自定义编辑器工具:3C 系统、用于角色行为的分层有限状态机 (HFSM),以及无需改代码即可编写技能的数据驱动技能编辑器。Built a reusable ARPG framework with custom editor tooling: 3C systems, a hierarchical finite state machine for character behavior, and a data-driven skill editor for authoring abilities without code changes.
UnityC#Editor Tooling