GAMEPLAY / AI / GRAPHICS

Zhiyang Ying应志杨

Game Developer / Los Angeles · University of Southern California

Focused on gameplay, AI, and graphics. Pursuing an M.S. in Computer Science (Game Development) at USC, building interactive worlds through code.

Selected work

01 — 06

Team projects

01 / Lead ProgrammerMay 2026 — Present

The Man I Invented

First-person sci-fi action survival · USC MFA thesis

Building extensible gameplay systems, from character combat and persistent world state to modular first-person animation.

  • Unreal Engine
  • C++
  • GAS
Project overview & technical details
  • Built data-driven character and equipment systems in C++ with GAS. PlayerState owns the player ASC; equipment swaps grant and revoke abilities for input, firing, ammunition, reloading, and damage. Extended a shared projectile base for repair and explosive rounds.
  • Designed a component-based persistence framework using GameInstanceSubsystem, persistent GUIDs, and a custom state interface, supporting runtime reconstruction, permanent-destruction records, and state restoration.
  • Built a shared enemy-combat base for ASC, attributes, and abilities, with humanoid, nightmare, and boss variants. Reused AI through dynamic behavior subtrees and selected abilities by phase and distance, including invisibility and area barrages.
  • Created skeleton-independent animation templates and weapon-specific Linked Anim Layers. Coordinated separate arms, visible legs, and full-body shadows, with bone-driven leaning and spring-damped weapon lag.
  • Decoupled combat from audiovisual feedback with Gameplay Tags and Gameplay Cues, integrating Niagara, blood decals, spatial audio, and camera shake.
Video coming soonVideo showcase · 01
Combat systems & gameplay

Demo footage and a detailed walkthrough coming soon.

Watch existing demo ↗
02 / Gameplay EngineerSep 2025 — May 2026

Wok This Way

Online multiplayer shooter · USC MFA thesis

Implemented Steam lobbies and server-authoritative weapons, improving the multiplayer experience under high latency.

  • Unreal Engine
  • Networking
  • Steam
Project overview & technical details
  • Integrated Steam Online Subsystem for lobby creation, joining, and match-start flow.
  • Synchronized firing, weapon state, and character interactions through RPCs and property replication, with server-side trajectory, collision, and damage validation.
  • Tuned network smoothing and interpolation to reduce position snapping and visual pulling under high latency.
View on Steam ↗
Video coming soonVideo showcase · 01
Multiplayer & weapon replication

Demo footage and a detailed walkthrough coming soon.

Personal projects

03 / Personal projectJan 2026 — Present

Infernal

Single-player third-person action RPG · Game AI

Teaching AI to learn from player behavior and discover combat strategies in nonlinear levels.

  • Unreal Engine
  • Learning Agents
  • Reinforcement Learning
Project overview & technical details
  • Collected player behavior trajectories with Unreal Learning Agents and trained a Boss behavior-cloning model through imitation learning.
  • Designed a multidimensional reward function and trained a reinforcement-learning agent to autonomously learn combat strategies in nonlinear levels.
Video coming soonVideo showcase · 01
AI combat & training

Demo footage and a detailed walkthrough coming soon.

04 / Personal projectSep 2025

3D Rendering in C++

Ray tracing & software rasterization

Implemented graphics rendering pipelines from scratch, accelerating ray tracing with a BVH structure.

  • C++
  • Ray Tracing
  • BVH
Project overview & technical details
  • Implemented a ray tracer and BVH acceleration structure in C++, improving rendering performance by approximately 30×.
  • Implemented a software rasterizer simulating the complete graphics rendering pipeline.
Video coming soonVideo showcase · 01
Rendering results & algorithms

Demo footage and a detailed walkthrough coming soon.

Watch existing demo ↗
05 / Personal projectNov 2025

Procedural Universe

Environment simulation · Unity shaders

Creating planetary environments with procedural biomes, seamless textures, and atmospheric effects.

  • Unity
  • HLSL
  • Procedural Generation
Project overview & technical details
  • Wrote custom HLSL shaders for elevation-based biome layering and natural terrain transitions.
  • Implemented randomized-sampling triplanar mapping with FBM noise to eliminate texture repetition on spherical surfaces.
  • Integrated the lighting pipeline and used the Fresnel effect to simulate atmospheric scattering around planetary silhouettes.
Video coming soonVideo showcase · 01
Planet generation & shaders

Demo footage and a detailed walkthrough coming soon.

Watch existing demo ↗

Game Jam

06 / Lead ProgrammerGame Jam

Ratchet It Up Game Jam

Graduate division winner

Gyroscope-controlled gravity lets players and enemies move across walls, floors, and ceilings.

  • DualSense
  • Gameplay
  • AI
Project overview & technical details
  • Integrated the DualSense gyroscope and used quaternions to control gravity direction and enable dynamic gravity switching.
  • Refactored camera and movement for non-Z-up environments. Replaced NavMesh with gravity-plane tracing so enemies can traverse walls, floors, and ceilings.
Video coming soonVideo showcase · 01
Gyroscope gravity & gameplay

Demo footage and a detailed walkthrough coming soon.

Experience

EXPERIENCE

SeaSun Games

Game Development Intern

May 2026 — Aug 2026

AI NPC module & MOD tool development

  • Implemented an MCP Server in Unity supporting SSE and Streamable HTTP, using reflection to register tools dynamically and connect external AI agents to the game runtime for querying, debugging, and evaluation.
  • Built NPC debugging and evaluation tools with unified test-case loading, assertions, layered diagnostics, and result persistence for regression tests and retrieval-pipeline comparisons.
  • Delivered a .NET and MongoDB vector-retrieval service with automated ingestion, exact matching, semantic retrieval, and graceful fallback to resolve natural-language descriptions to Unity scene objects and drive NPC behavior.
  • Developed a MOD texture-replacement tool and its in-game integration, supporting asset scanning, model previews, and texture replacement.

Education & honors

BACKGROUND

Education

University of Southern California

M.S. Computer Science (Game Development)

Expected May 2027 · Los Angeles

Shenyang Jianzhu University

B.Eng. Computer Science and Technology

Oct 2020 — Jun 2024 · Shenyang

Honors

PlayStation Career Path Scholarship

Sony Interactive Entertainment

Recognizing potential and achievement in game development.

Ratchet It Up Game Jam

Graduate division winner · Lead Programmer

View project ↑

Skills

TOOLKIT
Languages
C++ / Python / Blueprints
Engines & tools
Unreal Engine 5 / Unity / Rider / Visual Studio / VS Code / PyCharm / Photoshop / Codex / Claude Code
Version control
Perforce / Git / SVN

Get in touch

LET’S TALK

Open to conversations about game development, collaboration, and opportunities.

zying242@usc.edu