
Myself
I'm Hilda, a gameplay programmer working primarily in C++. I'm passionate about implementing complex and interesting game systems.
Fascinating mechanics always drive my curiosity to explore!
Skills
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C++, C#, GLSL, HLSL, Python
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UE5(Blueprint & C++), Unity, DX11, Vulkan
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Visual Studio, Rider, Render Doc, Pix, Tracy, Git, Perforce, Maya, Matlab
Individual Projects
Engine / Game
C++ game engine featuring DX 11 rendering pipeline with 11 modular systems including renderer, audio, networking, and UI, supporting multiple game genres
A Minecraft-like 3D voxel world built with chunk-based architecture and multithreaded world generation. It features procedural terrain with biome systems, advanced rendering techniques including SSR water and procedural sky.
A physics-driven Cellular Automata engine that integrates traditional CA rules with physical for realistic pixel-level material interactions. PCG for infinite world generation with chunk-based management for large-scale (millions pixel) real-time simulation.
GPU-based particle system supporting 1M real-time particles, force field interactions, collision detection, bloom post-processing, built with DX11 instancing and Compute Shader architecture.
2D farming simulation built on custom engine, featuring high-performance tile map system and layered UI input system with responsibility chain pattern.
Team Projects
Explore a mythical world of a lost paradise as you help Ling and the spirits cleanse the home of the Hollow Woods in our third-person puzzle platforming game. With your spirits by your side, find the four soul shards and restore balance to the corrupted hollow.
Burn rubber across futuristic cityscapes on twisting gravity defying tracks with customizable karts in this competitive arcade racer!
A 2D mobile platformer where players use light-based mechanics to explore a haunted castle.
















