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.
Game Developer · World Wanderer
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.
01 — About
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
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
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
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
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
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
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
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.
04 — Photography
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
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.
Projects & experience
Likeon · Solo design & implementation · Open source · MIT
A GAS-style action-combat & ability framework for Unity — derived from a same-named combat framework I designed and independently built for UE5, then re-architected in C# and ported to Unity. A GameplayTag-driven state bus ties together abilities, attributes, effects, input dispatch, melee / ranged combat, movement and presentation, so input → ability → effect → attribute → feedback stays decoupled and data-driven.
View source ↗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.
View source ↗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.
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.
Official site ↗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.
Official site ↗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.
Official site ↗Youzu · Daxia Studio · Game Developer
Built UI logic and screens for selected live events and dungeons, and fixed related issues.
Official site ↗05 — Contact
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.
[email protected]