Yiyang Chen


  I am currently a student in USC studying M.S. Computer Science (Game Development) major.
  I graduated from UNC with double major in B.S. CS & MATH.
  I am pursuing a career in game programmer/designer or SDE.

  My favorite games are DOTA2, Xenoblade Series, Hearthstone, and Atelier series. In DOTA2, I rank top 1000 with MMR 6500.

Skill Set

Languages

C++ / C# / C / HLSL / Java / Python / C / Lua / HTML / CSS / JavaScript / SQL / MATLAB

Tools

Unity / Git / Perforce / Visual Studio / GPT4 / Blender / Maya / Microsoft / Adobe / LATEX / Jupiter Notebook / LINUX

Web/Mobile

React(Redux) / Node.js / Express / MongoDB / RESTful / AJAX / JQuery

Hobbies

Swimming / Hiking / Video Games /
Board Games / Fishing / Novels

Game Projects

  I have attended several game jams and projects to practise my skills on programming and designing. I have also made some demos myself. Here are some selected projects. All projects can be found under others.

My "Project Base"

Aug. 2021 - Present

  This is my self-maintained template framework to help me efficiently manage similar basic features and bridge Unity engine with other Apps and plugins in every game.
  It is mainly composed by many singletons providing more than ten features containing EventSystem, ObjectPool, Inventory, UI manager(/3DUI), and so on. The project base can also be adjusted and extended to meet different demands in different games.

Personal Project

Skills: Unity, C#, HLSL, URP, Input System, Game Engine

Journey to Home

Jan. 2022

  A 2D platformer made in Global Game Jam 2022. I developed the mechanism allowing the main character to walk on the shadow. I also designed the third level myself(the clock, starting from 2:30 in the video).
  We are planning to improve the game and maybe publish it.

Position: Engineer, Designer

Skills: Unity, C#, Game Design

Neon City

Feb. 2023 - Present

  Neon City is a virtual reality sandbox game that allows players to build and customize their own neon-lit cities using hand tracking technology on the Oculus Quest 2 platform.

  As one of four engineers on the project, I joined the team after the ALPHA phase.
  Implemented an XR debug logger to enhance the debug process in VR and familiarize myself with the ALPHA codebase.
  Developed a firework manager to display fireworks with the firework particles and FMOD sound.
  Optimized graphics performance utilizing techniques such as dynamic batching with renderDoc and MeshCombineStudio to meet the performance requirements of the Quest 2, reducing drawcalls from 200 to 100.
  Integrated FMOD with Unity, enabling features like volume adjustment and cross-fading.
  Conducted debugging and QA tasks during the BETA phase.
  Developed VR subtitle system for both english and chinese using Google sheet, Jason and TextMeshPro , incorporating features such as a transparent black background to enhance readability and minimize player dizziness.

Position: Engineer

Skills: Unity, C#, VR, XR, UI/UX, Optmization

Eye 4 Eye

Jun. 2022 - Feb.2023

  Eye 4 Eye is a 3D detective game. Players need to use a search engine to solve puzzles. We have more than twenty people in our group. We work together as if we are attending a real game project in a game company. I am one of the four students in the engineer group.
  In the preproduction period this summer, I wrote a pixelization shader and an emphasis shader.
  In August and September, we applied my Project Base Project to the game. I have also coded Item interaction system, New Input System, Inventory, Music(FMod) System and 2DUI system.
  In October, I worked on Yarn Spinner Narrative system and 3DUI System.
  At last, I made a 3DUI System.

Position: Engineer, Designer

Skills: Unity, C#, UI/UX, HLSL, URP, Game Design

Hooked in Space

Jan. 2022 - May. 2022

  Hooked in Space is a course project I took part in during Spring 2022 USC CTIN532 (Interactive Design and Production Game Lab). I Designed and coded all the features and shaders in the game using C# except art and music.
  Managed 6 sprints with 4 milestones from preproduction to final-released by applying agile software development.
  Managed communications between me, art, and audio team members by holding regular meetings and using game design macro.

  This is also the first project I apply and improve my Project Base project.

Position: Engineer, Designer, Producer

Skills: Unity, C#, Game Design

Automated Propositional Logic Solver using GPT-4 Generated C++ Code

Apr. 2023

  This project showcases an implementation of a backward chaining algorithm for propositional logic using C++ code entirely generated by the GPT-4 language model (including this summary). The solver processes a given knowledge base and a query, determining if the query follows from the knowledge base using logical inference. While acknowledging the presence of minor bugs, the project successfully passed 46 out of 50 test cases.
  It's important to note that the project was constrained by GPT-4's usage limitations, which allowed only 25 questions per 3 hours, and the overall development timeframe of 3 days. These constraints may have contributed to the inability to fully debug and optimize the code.

Position: Engineer, Designer

Skills: C++, GPT4

Other Projects


Below is all my other projects, in order to better understand and cooperate with other teams in Game projects.

This section will present most of my works on
  game programming (project, demo, rendering, ...),
  game design (critiques),
  narratives, modeling, musics, and board games.

Prime Engine

Jun. 2022 - Dec. 2022

  In Game Engine class, I developed Prime Engine based on the codebase provided by our professer Artem. I modified C++ and lua codes to make features for game scenes which can be shown in Maya. I also coded Bounding volumes and culling, Physics Collision, and Win Effect. In my final project, I completed the feature Navigation mesh.

Position: Engineer, Designer

Skills: C++, Python, HLSL, URP, Game Design, Maya, Lua

Celeste Movement Demo

Jan. 2023

  I am not a good platformer, so I only watched others play Celeste. However, I came across a video in Game Maker's Toolkit Celeste's polishes feel so COOL!!. So I decided to make a demo myself.
  The demo is only made in about 8 hours, but I tried to add as many polishes as possible for better movement, jump, wall climb, and dash.

Skills: Unity, C#, 2D, Character Control

Cloth Simulation in Softrenderer

Nov. 2021

  Cloth Simulation is a course project I made in Fall 2021 USC CSCI580 (3D Graphics and Rendering). We built a rendering system ourselves and used Mass-and-Spring Algorithm to simulate the cloth.

Position: Engineer

Skills: C++, rendering

Ellerbe Creek

Jan. 2021 - May. 2021

  Ellerbe Creek is a course project I attended in Spring 2021 UNC COMP585 (Serious Game). Our group had three people, and we were all new to Unity.
  I put the most effort into applying the Vuforia Engine (AR) to Unity, and some of the important logic features in the main scene.

Position: Engineer, Designer

Skills: Unity, C#, Vuforia

Gimbal Lock and Quaternion

Oct. 2021

  This was the Demo I made to understand how gimbal lock happens. I tested gimbal lock and tried two ways of applying Quaternion to solve the problem. This demo helps me to understand gimbal lock and find the right way to apply Quaternion.

Personal Project

Skills: C++, Unity, 3D Math, Quaternion

Contact

You can reach me at rabbitsheep2s@gmail.com