Summary
Overview
Work History
Education
Skills
Languages
Websites, Portfolios and Profiles
Projects
Timeline
Generic

Linzhi Wei

London,Greater London

Summary

Game programmer with experience in procedural generation, AI systems, and procedural animation. Skilled in developing gameplay and simulation systems using Unity (C#) and Unreal Engine (C++). Interested in building interactive systems that combine gameplay mechanics, animation, and real-time simulation.

Overview

4
4
years of professional experience

Work History

Head of Publicity

China Academy of Art
09.2023 - 06.2025
  • University Volunteer Association

Percussionist

China Academy of Art
11.2021 - 06.2025
  • University Orchestra
  • Award: Zhejiang Provincial University Arts Festival (3rd Prize)

Volunteer

Zhejiang Broadcasting Authority
10.2023 - 11.2023
  • West Lake International Documentary Festival 2023

Landscape Design Intern

Hualan Design Group
07.2023 - 09.2023
  • Conducted site research and geographic data analysis using ArcGIS
  • Assisted in landscape design proposals and environmental planning
  • Produced CAD drawings, SketchUp models and visual presentations

Education

MSc - Computer Games Programming

Goldsmiths, University of London
UK
01-2026

BA - Landscape Architecture

China Academy of Art
Zhejiang
2025

Skills

  • C#
  • C
  • Python
  • Unity
  • Unreal Engine
  • Procedural generation
  • Enemy AI systems
  • Inverse kinematics (IK) procedural animation
  • Gameplay systems development
  • FMOD
  • FL Studio
  • Blender
  • Rhino
  • CAD
  • Git
  • ArcGIS

Languages

Mandarin
First Language
English
Advanced
C1

Websites, Portfolios and Profiles

  • Github: http://github.com/XXXfisher
  • YouTube: http://www.youtube.com/@XXXf1sher
  • itch: http://xxxfisher.itch.io

Projects

  • Procedural Ocean & Terrain Simulation System, C++, Unreal Engine, Personal Project, Implemented FFT-based ocean simulation using spectral wave synthesis and the Phillips spectrum, Generated dynamic ocean surfaces using Fast Fourier Transform (FFT) in real time, Implemented Gerstner wave model to compare deterministic and spectral wave generation approaches, Developed procedural terrain using Diamond–Square and midpoint displacement algorithms, Integrated terrain and ocean rendering within the Unreal Engine C++ pipeline
  • Souls-like Combat, AI & Procedural Animation System, C#, Unity, Team Project, Implemented core combat mechanics, including attack logic, hit detection and player input handling, Developed enemy AI behaviour systems using state-driven logic for combat interactions, Built full-body IK procedural animation system for dynamic character movement and interaction, Implemented animation blending between procedural IK motion and traditional animation clips, Integrated gameplay systems using Unity C# scripting
  • Innate Protocol — 2D Roguelike Game, C#, Unity, Team Project, Lead gameplay programmer responsible for core systems development, Implemented pseudo-random procedural dungeon generation system for roguelike levels, Developed enemy AI behaviour systems including pathfinding and combat interactions, Built gameplay features and tools using Unity C#, Collaborated with team using Git-based version control

Timeline

Volunteer

Zhejiang Broadcasting Authority
10.2023 - 11.2023

Head of Publicity

China Academy of Art
09.2023 - 06.2025

Landscape Design Intern

Hualan Design Group
07.2023 - 09.2023

Percussionist

China Academy of Art
11.2021 - 06.2025

MSc - Computer Games Programming

Goldsmiths, University of London

BA - Landscape Architecture

China Academy of Art
Linzhi Wei