👋 Hello there, I’m Chaojie Zhu, currently a software engineer at Apple.
Before Apple, I got my Bachelor degree at SJTU (majored in software engineering) and my Master degree at CMU Entertainment Technology Center. I interned at Uber ATG as a simulation software engineer and Xindong Network as a Unity3D gameplay programmer.
I’m mostly interested in using the “nerd power” to help people better interact with technologies thus enhance the quality of life. Mostly, my domains of interest are AR/VR, game AI, procedural content generation and tool creation.
Outside of work, I’m an extensive reader and heavy RPG gamer, previously an Arcane Trickster rogue, currently a Chronurgy wizard named Christina.
The Isetta Engine project team is demystifying game engine development process for junior developer by making a game engine in C++ and documenting the entire thought & decision-making process. Along the way, we are also conducting interviews with industry professionals, and publishing the edited interview in text on our website.
I interend at Uber ATG in Summer 2018 as a simulation software engineer. I worked on some features to improve the simulation of self-driving vehicles.
Catch’em is a two-player racing game made during Global Game Jam 2018. We broke the theme from ‘Transmision’ to ‘Trans’ and ‘Mission’ and created a game with target switch mechanics. It was one of the most popular game on the demo day, and we won Jammer’s Choice award.
Cyber Arena is a multiplayer VR sword fighting game on Oculus. In this game, each player has a shield and a sword. We integrated the fencing into the game which means the player can only hit specific points to attack the opponent. It also used hit-and-break mechanism to avoid VR sword motion issues. This game is fully competitive with great fun.
Scotty3D is a full-featured software package for 3D modeling, rendering, and animation. I implemented these features in the computer graphics course.
I was creating the procedural world generation system for a voxel game during my internship. This PCG system has more than 50 types of biomes and provides a unlimited space for players to explore. The voxel data was generated by this system and all the art assets were provided by my team.