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STATUS: IDLE NOW PLAYING: ヨルシカ - だから僕は音楽を辞めた

你好,我是李璐 Hi! I'M KIANA

PASSION PATIENCE QUICK-LEARNER
你好!

我是 Kiana, 目前就读于 University of British Columbia 数学专业本科。我的主要兴趣方向包括 实时渲染几何处理游戏开发, 以及 Gameplay Programming。我很享受解决复杂问题,并构建具有交互性和视觉表现力的内容。

在本科阶段,我通过计算机课程实践了 实时渲染技术,并积累了 Three.jsGLSL 的开发经验。目前,我正在与团队合作,基于 C/C++ 开发一款游戏,主要负责 玩法系统核心机制 的实现。

在课余时间,我也会参加 game jam,与朋友合作开发 Unity 游戏项目。我的技能包括 C++COpenGLUnity、 以及 Web 技术。目前预计于 2026 年毕业,正在积极寻找 计算机图形学Gameplay Programming 相关的机会。

如果你对这些方向感兴趣,或有相关机会,欢迎交流!

Hi there!

I'm Kiana. I'm currently an undergraduate student majoring in Mathematics at the University of British Columbia. My primary interests include real-time rendering, geometry processing, game development, and gameplay programming. I enjoy tackling complex problems and building interactive, visually engaging experiences.

As an undergraduate student, I've worked on real-time rendering techniques and gained hands-on experience with Three.js and GLSL through computer science coursework. Recently, I have also been collaborating with a team to develop a game using C/C++, focusing on gameplay systems and core mechanics.

In my free time, I have participated in game jams, collaborating with friends to develop Unity-based games. My skillset spans C++, C, OpenGL, Unity, and web technologies. I am on track to graduate in 2026 and am actively seeking opportunities in computer graphics and gameplay programming.

If you share my passion or have opportunities that align with my skills, I'd love to chat.

Let's connect!

不列颠哥伦比亚大学 数学本科 · GPA 3.75/4.33

University of British Columbia Bachelor of Science, Mathematics · GPA 3.75/4.33

2022 - 2026

日语交流部特别表彰奖 ( 2 年 ) 学院荣誉名单 ( 2 年 )

Japanese Language Table Special Awards ( 2 years ) Dean's List ( 2 years )

C/C++ GLSL Three.js Python SQL Java git GUI Relational Algebra Datalog MATLAB R Power BI Figma
+ 4 More Skills
Excel PowerPoint Word Outlook
Languages
Mandarin Japanese

COMPLETED MISSIONS // 任务时间轴 COMPLETED MISSIONS // mission timeline

2026.01 – 2026.04 JAN–APR 2026

游戏开发 –《Kung Food》 GAME_PROJECT: KUNG FOOD

项目简介:使用 C++ / OpenGL / GLSL 开发的 2D 俯视角 Roguelite 游戏,历经 4 个 Milestone 迭代,最终交付支持至少 10 分钟非重复游玩的完整版本。 developed a 2D top-down roguelite game built with C++/OpenGL/GLSL across 4 milestone iterations, delivering a complete version supporting at least 10 minutes of non-repetitive gameplay.

  • 主导设计并实现程序化地图生成系统:采用 Marching Squares 风格的布置规则表结合随机化障碍物,配合基于网格的占用检测与寻路兼容性校验,确保每局地图可通行且不重复,解决了原始固定地图重复感强的问题。
  • 独立实现物品收集与背包系统(含 5 项子功能):包括敌人死亡掉落食材、背包 UI 与动画、鼠标左键拾取、按键开关背包(G 键)、及回收食材,打通了游戏核心的战斗 → 收集 → 烹饪闭环的关键环节。
  • 参与全项目性能优化:最终版本在 50+ 实体高负载场景下帧率从 25–35 FPS 提升至 50–60 FPS,帧时间由 25–30ms 降至 16–18ms。
  • Led the design and implementation of a procedural map generation system using Marching Squares-style placement rule tables with randomized obstacles, grid-based occupancy detection, and pathfinding compatibility validation — ensuring every map is traversable and unique, eliminating the repetitiveness of the original fixed maps.
  • Independently implemented an item collection and inventory system (5 sub-features): enemy death ingredient drops, inventory UI and animations, left-click pickup, keyboard toggle (G key), and ingredient recycling — completing the critical combat → collection → cooking gameplay loop.
  • Participated in full project performance optimization: in high-load scenarios with 50+ entities, FPS improved from 25–35 to 50–60, and frame time dropped from 25–30ms to 16–18ms.

JUL 2025
Melting Gameplay

游戏制作项目 -《融化》 GAME_PROJECT: MELT DOWN

项目简介: 在48小时 Game Jam 中,基于 2025届 “Energy” 的主题,使用 Unity / C# 从零打造了一款让玩家作为 “打工人” 驾驶太阳能喷火船, 一边躲避环保组织的拼命阻击,一边为公司疯狂融化冰山得到报酬的游戏 A 48-hour Game Jam project based on 2025 theme "Energy".

  • 在实现玩家移动与攻击系统:通过计算鼠标指向向量,实现基于物理动量的飞船移动模型, 使操控既可控又具惯性手感;结合粒子系统构建火焰喷射攻击系统。
  • 实现敌人AI与波次系统: 基于 NavMesh 实现敌人自动寻路与目标追踪,建立波次生成系统; 同时参与玩家生命值与敌人波次参数调优,保障核心战斗手感。
  • Developed a satirical game from scratch in a 48-hour Game Jam, focusing on corporate greed, players act as "corporate drones" piloting solar-powered flamethrower boats to melt icebergs for profit while evading environmental activists.
  • Engineered core gameplay systems, including player movement, enemy spawning, combat interactions, and collision detection to ensure high playability under tight deadlines.
  • Implemented a physics-based player movement model using mouse-aimed vectors to balance precise control with realistic inertia. Developed an automated enemy tracking system using NavMesh and integrated particle systems for the flamethrower mechanics. using NavMesh and integrated particle systems for the flamethrower mechanics. Collaborated on balancing player health and enemy wave scaling.

TRY IT
SEP 2024

天文数据库 DATABASE

项目简介:在课程中,与团队合作设计了一个包含 500 条以上天体记录的数据库,用来帮助用户直观地管理天体数据 Collaborated with a team to design and implement a celestial database containing over 500 astronomical records, providing users with an intuitive interface for managing celestial data.

  • 与团队合作设计 ER 图, 使用 Oracle DBMS 构建 SQL 驱动后端数据库, 并通过 JavaScript (Node.js)、HTML 和 CSS 开发交互式前端界面。
  • 参与前端 UX 设计,开发了直观的管理页面,包括表单输入、数据表格展示以及交互式搜索功能,用户可在网页界面执行对数据库的增、 删、更新和连接查询操作,查看和搜索数据库内容。使数据库操作流程更易用,从而降低数据库的使用门槛。
  • Co-designed the ER Diagram and architected a SQL-driven backend using Oracle DBMS. Developed a responsive front-end interface using Node.js, HTML, and CSS to facilitate seamless data interaction.
  • Led front-end UX design and developed intuitive management pages featuring dynamic forms, data tables, and advanced search functionality. Enabled users to perform full CRUD operations (Create, Read, Update, Delete) and complex join queries via a web interface, significantly lowering the technical barrier for database management.

OPEN
MAR 2024

心脏病发作报告分析 Heart Diseases Analysis

项目简介:在课程中,与团队合作开发了一个用于协助心脏病的早期诊断的预测模型 Collaborated with a team to develop a predictive model designed to assist in the early diagnosis of heart disease.

  • 与队友深入研究医学文献以筛选出关键的风险预测特征,并通过细致的参数调优和交叉验证来优化 R 语言模型的性能,成功使模型达到了 77 % 的准确率、75 % 的召回率和 75 % 的精确率。
  • Conducted in-depth research of medical literature to identify and select key risk-predictive features. Optimized the performance of an R-based model through meticulous hyperparameter tuning and cross-validation, achieving an accuracy of 77%, a recall of 75%, and a precision of 75%.

OPEN

GAME_ARCHIVE // 游戏档案库 GAME_ARCHIVE // collections

yanyun

燕云十六声 Where Winds Meet

游戏时长 600h + Played 600h +

sf

双影奇境 Split Fiction

游戏时长 16h + Played 16h +

ln

光与夜之恋 Light and Night Love

游戏时长 600h + Played 600h +

ld

恋与深空 Love and Deepspace

游戏时长 200h + Played 200h +

shijiezhiwai

世界之外 Shi Jie Zhi Wai

游戏时长 80h + Played 80h +

valorant

无畏契约 Valorant

游戏时长 20h + Played 20h +

p5r

女神异闻录 5: 皇家版 Persona 5 Royal

游戏时长 30h + Played 30h +

princess_connect

公主连结 Princess Connect

游戏时长 800h + Played 800h +

nikki

无限暖暖 Infinity Nikki

游戏时长 16h + Played 20h +

COSPLAY_GALLERY // 角色档案库 COSPLAY_GALLERY // character collections

MIKU TIP: 点击侧边露出的卡牌即可切换 MIKU TIP: CLICK SIDE PHOTOS TO ROTATE