YouXitao

Featured Projects

Selected Work

Gameplay, multiplayer, and procedural production work, framed around what I built, how I implemented it, and the final result.

OUTLIVE gameplay and UI screenshots
01 / Unreal Engine 5.6 / Blueprints / Solo Project

OUTLIVE

A completed first-person roguelite shooter prototype built entirely in Unreal Engine Blueprints.

  • Weapons, shooting, enemies, health, upgrades, purchasing, and UI systems.
  • Complete playable level with lighting, balancing, assets, and Windows packaging.
  • Full workflow ownership from prototyping to testing and final build.
FPSRogueliteBlueprintsUMG
View Case Study
Don't Pull Me Down co-op platformer screenshot
02 / Unity / Unity Relay / One-week Prototype

DON'T PULL ME DOWN

A two-player online co-op platformer prototype built around rope-connected movement and obstacle challenges.

  • Designed the complete level, gameplay flow, UI, animation setup, and co-op interactions.
  • Integrated Unity Relay with an existing multiplayer framework.
  • Independently completed the Unity implementation excluding framework C# and third-party models.
3D PlatformerOnline Co-opRelayUI
View Case Study
Procedural Arctic Island terrain render
03 / Houdini / HDA / Houdini Engine / Unreal

Procedural Arctic Island

A reusable procedural Arctic island generator with controllable terrain shape, elevation, and erosion.

  • Created a SOP/HDA terrain generator with controls for island size, shape, elevation, and erosion intensity.
  • Transferred terrain through Houdini Engine into Unreal Engine.
  • Built the final scene with materials, vegetation, water, snow, lighting, and real-time rendering.
SOPsHDATerrainRendering
View Case Study
Environment Showcase promotional render

04 / Real-time Environment / Cinematic Presentation

Environment Showcase

A real-time environment presentation focused on composition, lighting, camera movement, and atmosphere.

EnvironmentLightingRealtimeCinematic

Other Projects

Smaller prototypes, procedural modeling, rendering, and Houdini FX studies collected from the remaining project assets.

Houdini / FX Studies

Procedural FX Collection

Procedural modeling and FX studies in Houdini, covering flipbook output, fireball elements, smoke, boolean fracture tests, and repair-style procedural setups.

Houdini smoke study Houdini repair setup Houdini workflow screenshot Houdini procedural setup screenshot
HoudiniFXSimulation
AR interaction prototype preview

AR / Interaction Prototype

AR Gameplay Experiment

A small AR interaction prototype exploring camera-based gameplay, screen feedback, and lightweight real-time interaction.

ARPrototypeInteraction

Technical Skills

Tools & Skills

Engine implementation, procedural tooling, DCC asset work, and delivery skills grouped by how they support playable builds.

Unreal Engine 5

Blueprint gameplay, levels, materials, AI, UI, lighting, rendering, and packaging.

BlueprintsGameplay SystemsMaterial EditorNiagaraUMGBehavior TreesSequencer

Unity

Interactive prototypes across 2D, 3D, AR, multiplayer, UI, animation, and navigation.

C#Unity RelayURPTimelineNavMeshAnimatorFace Tracking

Houdini

Procedural modeling and terrain workflows built for controllable engine integration.

SOPsHDAsTerrain GenerationPyroHoudini Engine

Maya & Production

Modeling, animation, materials, rendering, rigging, skinning, UVs, retopology, and engine-ready asset preparation.

ModelingAnimationMaterialsRenderingRiggingSkinningUV MappingRetopology

From idea to playable

Prototype Workflow

I use engine logic, procedural tools, and DCC production to turn a mechanic idea into a testable playable build.

01

Define the Playable Goal

Start with the core player action, success condition, camera, feedback needs, and one clear prototype loop.

02

Build Core Mechanics

Implement movement, interaction, enemies, pickups, UI states, level flow, and multiplayer or Blueprint logic.

03

Add Technical Art

Create or integrate Maya assets, Houdini terrain/tools, materials, lighting, VFX, and readable scene presentation.

04

Package and Iterate

Test the build, tune feedback and pacing, fix usability issues, document the system, and deliver a playable version.

Education & Background

NABA - Nuova Accademia di Belle Arti logo

NABA

Nuova Accademia di Belle Arti di Milano

Milan, Italy / 2023 - July 2026

BA in Creative Technologies

Focused on technical art, gameplay systems, real-time environments, and interactive production.

Languages

ChineseNative EnglishB1 ItalianB1

Contact

Let's Work Together

Available for internships and collaborations

Looking for Technical Art or Game Development internship opportunities focused on gameplay systems, procedural workflows, real-time environments, and interactive production tools.