Case study / 04
Commercial Game Engineering
Unreal / C++ / Lua / Gameplay Systems
Commercial client engineering across large-scale Unreal game production at Tencent Games and mobile game development at Bilibili.
← All projectsChallenge
Ship maintainable gameplay and interface systems inside established production pipelines and distributed teams.
Contribution
Developed map and navigation systems, gameplay UI, inventory and item systems, client-server flows and a C++ to SLua UI workflow migration.
Delivery process
From complexity to evidence.
The process changes with the domain, but ownership remains visible from problem definition through verification.
Own a system
Took responsibility for map and navigation features spanning UI presentation, coordinate conversion, effects and pathfinding.
Integrate with production
Worked within established client-server interfaces, content pipelines, code review and cross-site collaboration.
Improve iteration
Helped migrate UI work from a compile-heavy C++ path toward SLua hot updates to shorten iteration time.
Deliver cross-functionally
Coordinated implementation and debugging with game design, art and QA instead of treating the client in isolation.
Evidence
What can be verified.
- Map, minimap, pathfinding and coordinate systems
- Login, inventory and dungeon-entry UI
- C++ to SLua workflow migration
- Cross-discipline delivery with design and QA
- Perforce and code-review production workflow
- Experience in a distributed team of approximately 240 people
Key decisions
01Separate map presentation from coordinate and navigation rules.
02Use scriptable UI paths where rapid iteration provides more value than compile-time ownership.
03Treat production debugging as a cross-system task involving data, network state, assets and client logic.
04Show responsibilities and engineering decisions publicly without publishing protected game assets or source code.
Outcome
This work established more than two years of commercial client-engineering experience across Unreal, C++, Lua, interface systems and distributed delivery.
Commercial source code, internal screenshots and unreleased details are intentionally excluded. The case study describes verified responsibilities only.
- Unreal Engine
- C++
- Lua / SLua
- UMG
- Perforce
- Client-server
Next case study
01Hotel Operations Platform→