Game Developer · World Wanderer

I write code,
and I have wandered the world alone.

Nine years building games, from large commercial mobile titles to console combat frameworks;
solo journeys across a dozen countries, from Wadi Rum to the snows of Kilimanjaro.

Scroll

01 — About

Li Ke at Kawah Ijen, Indonesia

I am Li Ke. By day, a senior game developer building combat systems with Unreal Engine 5 and C++. Off the clock, I shoulder a pack and walk alone into the far names on the map.

Over nine years I have shipped several commercial games, and as the sole programmer on a console title I built the entire engineering foundation and combat framework from scratch. In the same years I summited Kilimanjaro, dove the Red Sea and the Indian Ocean, drove across the deserts of the Middle East, and recorded those vast, desolate, quiet moments through a lens and a drone.

Engineering gives me rigor; the road gives me an eye. This site is where the two meet.

03 — Journeys

The world, walked alone

A dozen-odd countries, most of them solo. I care less about how many places I’ve been than about the vast, desolate, quiet moments — and the real conversations with people met along the way. Here are a few of them.

Middle East

Waking up on Mars

Wadi Rum, Jordan

At sunrise the red sandstone lights up grain by grain, the wind combing the sand into silk. No signal, no voices — only my own footprints and a whole desert of silence.

Middle East

Alone, up to the Monastery

Ad-Deir, Petra, Jordan

Eight hundred steps cut into the canyon wall, the bells of the Bedouins’ donkeys fading behind me. I climbed up alone, until the vast façade they call the Monastery appeared without warning — two thousand years of wind moving through the empty hall, leaving only the sound of light and sand.

Africa

Elephants beneath the snow peak

Amboseli, Kenya

In the rains the savanna turns a wet green; a herd drifts past with Kilimanjaro’s snow cap behind them. I didn’t press the shutter much that moment — I just watched.

Africa

To the roof of Africa

Kilimanjaro, Tanzania · 5,895 m

Five days, from rainforest up into glacier. The last night I crept up the scree by headlamp; at dawn I stood on Uhuru Peak — clouds below my feet, all of Africa behind me.

Tianshan, China

A hidden realm deep in the Tianshan

East Karajun, Ili, Xinjiang

The meadows lie like green velvet combed by the wind, ridge after ridge folding away into the heart of the Tianshan. Far below, the Kokesu River curls into eel-shaped bends; for tens of kilometres there is no one — only the shadows of clouds drifting slowly across the slopes.

Underwater

Giving myself to the blue

Red Sea · Dahab · OW / AOW

Twenty metres down, sound disappears — only breathing remains. Light slants in from the surface, fish drifting like leaves in wind. A very quiet kind of weightlessness.

See all journeys →

A tool I made

Heading into Xinjiang yourself?

I’ve walked these roads through the Ili valley again and again — so I built a little free tool: pick your dates, and it lays out a sensible day-by-day route.

Plan my Xinjiang trip →

04 — Photography

Through a lens, and a drone

On the road I keep a camera and a drone close, holding on to the vast, quiet moments. A random handful below — landscape, people, and from the air. Tap any to view full size.

02 — Work

Nine years building games

From mobile to console, from gameplay to core frameworks. A dual stack of Unreal 5 / C++ / GAS and Unity / C# / Lua — I can own core systems as a senior engineer on a large team, or carry a project single-handedly as its sole programmer, from standing up the engineering pipeline to delivering the combat framework end to end.

My cat at the workstation
Late nights at the keyboard — my code reviewer never misses one.
Core stack
  • Unreal Engine 5
  • C++
  • Blueprints
  • Gameplay Ability System
  • Unity
  • C#
  • Lua
  • Perforce / UGS
  • Performance optimization
  • Layered architecture
  • Android SDK
  • AI tools / Claude

Projects & experience

  1. Personal Framework · Unity 2026

    NativeRelay — Native Async Callback Relay

    Likeon · Solo design & implementation · Open source · MIT

    A thread-safe relay for native async callbacks in Unity. Callbacks from native capabilities (recording, location, Bluetooth, camera, push, third-party SDKs) return on background threads; NativeRelay gathers and dispatches them safely on the main thread with strict one-request-to-one-result correlation (by seed), ending cross-talk and out-of-order results. Integration only takes implementing a single `INativeChannel` — the core handles threading, synchronization, timeouts and per-frame dispatch. No third-party dependencies, and it ships with a pure-C# mock channel so it runs right after cloning.

    • Unity
    • C#
    • 多线程 / Threading
    • Android / iOS
    View source ↗
  2. Console 2024.10 – 2026.01

    Thorn

    RedMoonGames · Sole Programmer

    End-to-end ownership from engine to gameplay. Designed and built a complete combat framework on GAS from scratch — input, combat and character ability systems — and shipped a playable demo with melee, ranged attacks and basic locomotion. Also stood up the engine source build, UGS, Perforce server and the team’s collaboration pipeline.

    • UE5
    • C++
    • GAS
    • 战斗框架 / Combat
    • 工程搭建 / Tooling
  3. Mobile · Unity 2022.08 – 2024.03

    Love and Deepspace

    Papergames · X3 Studio · Game Developer

    Independently built an ASR-driven story-interaction system — the player’s voice is transcribed by ASR, matched against designer config, then drives the character’s narrative response — wiring the full path across the native, C# framework and Lua business layers. Owned SDK development and maintenance (mic / recording, Android-first), plus business systems such as inventory and live events.

    • Unity
    • C#
    • Lua
    • ASR / 语音
    • Android SDK
    Official site ↗
  4. Mobile · Unity 2019.10 – 2022.08

    Shining Nikki

    Papergames · Nikki Studio · Game Developer

    UI performance optimization — set prefab and atlas conventions (static/dynamic separation, keeping text on one node to avoid breaking batching, atlas categorization) to cut draw calls and hot-update size; helped establish UI standards and a submission-check process to improve team efficiency. Also developed and maintained business systems.

    • Unity
    • C#
    • UI 性能 / Perf
    • Draw Call
    Official site ↗
  5. Mobile · Unity 2018.08 – 2019.09

    Game of Thrones: Winter is Coming

    Youzu · War God Studio · Game Developer

    Built city-hall module features and iterated the equipment system, with some live-event work; owned iteration and maintenance of the task-queue and notification-badge modules.

    • Unity
    • Lua
    • SLG
    Official site ↗
  6. Mobile · Unity 2017.10 – 2018.08

    Era of Angels

    Youzu · Daxia Studio · Game Developer

    Built UI logic and screens for selected live events and dungeons, and fixed related issues.

    • Unity
    • C#
    • UI
    Official site ↗

05 — Contact

Let’s talk

Whether it’s a game-dev collaboration, a remote role, or simply a conversation about travel and photography — I’d love to hear from you.