Game systems engineer and technical creator.
I build gameplay runtimes, Unity tools, editors, graphics systems, and playable experiments. My work is grounded in C# and Unity, with an emphasis on systems that can be inspected, tested, and reused.
GitHub shows the part of my work I can share publicly: systems, tools, experiments, and technical writing. My broader day-to-day background is game development.
Website · All repositories · X / Twitter
| Inscape | 2DProGolf |
|---|---|
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| A scripting language, editor, and toolchain for branching narratives. It spans language implementation, runtime, CLI, editor, and integration work, and remains under active development. | A playable procedural side-view golf prototype built around terrain, wind, club choice, and shot planning. Play it in the browser. |
- Pulse — an experimental 2D physics engine for C# and Unity with an explicit simulation loop, collision pairs, response, and events.
- PrismDraft — a C11 modeling and rendering prototype exploring low-poly hard-surface forms, shaders, editor behavior, and visual validation.
- LitIO → Rill — a small binary serialization library and a typed TCP client/server layer built on top of it.
- EaseTween — a data-oriented Unity tween runner with measured GC-free steady-state updates after setup.
These repositories are at different stages. Their READMEs state what is implemented, what remains experimental, and what should not yet be treated as production-ready.
- RepoCover reads a repository before creating its GitHub Social Preview.
- RepoReadme reads current code and project evidence before writing concise English and Simplified Chinese documentation.
These projects show how I use AI-assisted workflows around engineering work; they are supporting tools, not a replacement for the game-development practice itself.
I am interested in thoughtful conversations about gameplay systems, runtime architecture, Unity tooling, editors, graphics, and technical collaboration. The best starting point is onovich.com.




