Zijia (Allen) Li

Zijia (Allen) Li

Diseño de Videojuegos

LaSalle College Vancouver

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Intereses

Diseño de Videojuegos

Biografía

Hello, I am Allen and I will be graduating from the Bachelor's of Science in Game Programming at LaSalle College Vancouver in Fall 2020. From the evolution of the 2D games I played in my youth, to the ray tracing enabled, 3D triple-A games nowadays, I have always been curious about how to program games. Becoming a game programmer gives me the opportunity to get deeper understanding of the low level structures of the game, and how various components interact and work together. I like game programming because I enjoy turning my understanding of great and fun games into reality.

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Demo Reel

de Zijia (Allen) Li
Diseño de Videojuegos
LaSalle College Vancouver
Diseño de Videojuegos/LaSalle College Vancouver/Thumbnail-1111.png

GIAO Engine

de Zijia (Allen) Li
Diseño de Videojuegos
LaSalle College Vancouver
Diseño de Videojuegos/LaSalle College Vancouver/Thumbnail-AGImage.png

Above Ground

Equipo
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Above Ground

Equipo

Competencias

Programming in C++, C#, C
Building Custom Game Engine
Development in Unity Engine
Artificial Intelligence

Experiencia

DreadShot – Third Person Shooter Game, PC, Unity
• Developed a third person shooter game with abilities such as sprint, grenade, shield, and meditation.

GIAO – Custom C++ Engine
• Created an AI demo using generic AI library with algorithms for shortest path finding via A* and Dijkstra, steering behaviours, and Finite-state machine.
• Implemented a system using Open Asset Importer (Assimp) to read 3D model files (*.fbx, *.obj) and animation clips.
• Implemented rendering techniques in Direct3D 11 and HLSL such as normal mapping, specular/bump mapping, real time shadow and post processing.
• Used template meta programming to create a runtime type information system that was used to load a scene from an xml file.

Above Ground – 3D RPG, PC, Unity
• Team production project with 3 programmers and 1 designer.
• A 3D RPG game where player explore through levels and defeat enemies.
• Responsible for gameplay mechanics include phase bomb, range enemy, damage popup, and environment mechanics.

3D Software Rasterizer
• Implemented graphics algorithms using an OpenGL framework such as primitive rasterization, clipping, culling, and dynamic lighting.

Formación

Bachelor of Science in Game Programming, LaSalle College Vancouver