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.

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RoleGame client engineer
ContextTencent Games and Bilibili production teams
StatusCommercial / confidential

Challenge

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.

01

Own a system

Took responsibility for map and navigation features spanning UI presentation, coordinate conversion, effects and pathfinding.

02

Integrate with production

Worked within established client-server interfaces, content pipelines, code review and cross-site collaboration.

03

Improve iteration

Helped migrate UI work from a compile-heavy C++ path toward SLua hot updates to shorten iteration time.

04

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

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