Game Engine R&D Engineer · 游戏引擎研发工程师
Kingsoft · Amazing Seasun Games · Engine Platform · 西山居 · 引擎平台 · 广东珠海
Building rendering systems that hold up under production pressure — carefully, curiously, and with a bit of stubbornness.
用严谨的工程方法处理复杂的渲染问题——认真、好奇,以及一点点执着。
Game engine engineer at Amazing Seasun Games (Kingsoft), working on real-time rendering and engine-level graphics infrastructure since 2021. I'm on the Engine Platform team, focused on problems that sit between "visually correct" and "actually ships" — lighting stability, streaming memory control, hair rendering, baking pipeline throughput, and cross-platform quality consistency.
入职西山居引擎平台团队至今,专注实时渲染管线与引擎底层图形基础设施建设,核心关注光照体系稳定性、流式渲染内存峰值控制、毛发渲染质量效率与多端渲染一致性。
I care about graphics debuggers that tell the truth, tools that reduce guesswork, and rendering code that clearly explains what it is doing.
目前也在积极探索 AI 辅助工程工作流,研究如何在大规模引擎代码库中更高效地完成复杂开发任务。
| Game · 游戏 | Type · 类型 | Contribution · 参与方向 |
|---|---|---|
| Mecha BREAK · 解限机 | Competitive Mecha Action | Rendering pipeline, lighting, multi-platform quality |
| Starsand Island · 星沙岛 | Sandbox / Casual | Streaming rendering, memory control, environment lighting |
| Me and My Cat · 我和我的猫 | Casual / Life Sim | Rendering support, engine integration |
| JX3 · 剑网3 | Wuxia MMORPG (Flagship) | Lighting debug tooling — performance stat panel, overlay heatmap, editor debug switches |
剑网3 contribution focused on editor-side graphics tooling: implemented a lighting performance statistics panel, screen light count debug toggle (with legacy Cluster Debug compatibility), and an in-editor lighting overlay heatmap for rapid hotspot identification.
| Area · 方向 | Details · 具体内容 |
|---|---|
| Real-time Rendering · 实时渲染 | Deferred shading pipelines, multi-pass lighting, render state management |
| Lighting & GI · 光照与全局光照 | Lighting system stability, probe placement, indirect light consistency |
| Streaming Rendering · 流式渲染 | LOD streaming, cache-backed mesh fallback, peak memory control |
| Hair Rendering · 毛发渲染 | Transparency depth ordering, blending quality vs. runtime cost |
| Baking & Probes · 烘焙与探针 | Distributed baking workflows, voxel-based GI, probe optimization |
| Multi-platform Quality · 多端渲染一致性 | Mobile/PC rendering parity, adaptive rendering strategies |
| Graphics Tooling · 图形调试工具链 | RenderDoc / PIX workflows, shader profiling, editor diagnostic tools |
| AI-assisted Engineering · AI 辅助研发 | Coding agents, context engineering, LLM-augmented code navigation |
Languages · 语言
Engines & Tools · 引擎与工具
I have contributed to 8 published / granted invention patents in game engine rendering, covering layered lighting computation, LOD-based streaming rendering, adaptive cross-platform rendering strategies, hair transparency blending, voxel-based distributed baking, probe optimization, and regional lighting workflows.
累计产出发明专利 8 项(已公开/授权),方向覆盖分层/拓扑光照计算、LOD 流式渲染、多端自适配渲染策略、毛发透明混合、体素化分布式烘焙、探针优化与区域光照处理。
GitHub · LinkedIn · 脉脉 · Instagram
⏱ WakaTime Coding Stats · 编码统计
💬 Languages this week:
C# 8 hrs 52 mins ██████████████████████░░░ 88.85 %
HLSL 51 mins ██░░░░░░░░░░░░░░░░░░░░░░░ 08.59 %
ShaderLab 8 mins ░░░░░░░░░░░░░░░░░░░░░░░░░ 01.40 %
Csproj 3 mins ░░░░░░░░░░░░░░░░░░░░░░░░░ 00.52 %
🔥 Editor: Rider | 💻 OS: Windows | 🕑 Asia/Shanghai



