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# Yu-Wei Tseng

**Headline:** Agentic AI Engineer & Game Programmer | Autonomous Agent System & Game Engine Architecture
**Profession:** Research Assistant
**Location:** Dallas-Fort Worth Metroplex

## About

Yu-Wei Tseng is an Agentic AI Engineer and Game Programmer currently serving as a Research Assistant at SMU HuMIn Game Lab while pursuing a Master of Interactive Technology in Software Development at SMU Guildhall. Yu-Wei builds autonomous, multi-agent systems, cloud deployment infrastructure, custom C++ game-engine architecture, and gameplay, AI, and UI systems for Unity and Unreal Engine. Yu-Wei is strongest in cross-language engineering, distributed-system debugging and testing, modular architecture, and translating architectural-design, UI/UX, and graphic-design experience into technical products. At SMU HuMIn Game Lab, Yu-Wei reduced multi-cloud deployment time from 3 minutes 30 seconds to 15 seconds and enabled distributed agent coordination through an event-driven RabbitMQ broker. Yu-Wei’s thesis, Autonomous Game Engineering Network for Task Synthesis, investigates role-based AI agents that collaboratively create, play, and iterate on games. A custom C++ engine embeds V8 so agents can write extracted game logic in JavaScript. Earlier work includes Android AR and training games, an enterprise VR streaming application, and shipped SMU Guildhall projects in Unity and Unreal Engine 5. Yu-Wei also freelances in architectural design, interior design, graphic design, and photography, and is open to Agentic AI Engineer and Game Programmer roles.

## Services

- Artificial Intelligence \(AI\)
- Anthropic Claude
- Claude Code
- Claude Code Subagents
- Retrieval-Augmented Generation \(RAG\)
- Docker
- ArcadeDB
- Rust \(Programming Language\)
- Model Context Protocol \(MCP\)
- Express.js
- Podman
- Python \(Programming Language\)
- Go \(Programming Language\)
- React.js
- WebSocket
- Performance Profiling
- Optimization
- Unreal Engine MassEntity
- Unreal Engine AI Behavior Tree
- Unreal Engine UMG
- SignalBus
- Addressables
- DOTween
- WebGL
- UniTask
- Android
- Game UI
- Unreal Engine Blueprint
- Game AI
- Unreal Engine C++

## Highlights

- Reduced multi-cloud deployment time by 93%, from 3 minutes 30 seconds to 15 seconds, through a TypeScript CLI automating AWS, Azure, GCP, DigitalOcean, and Akash deployments with encrypted secrets, CI/CD workflows, and container-registry integration.
- Enabled real-time, distributed multi-agent coordination for five researchers by extending an event-driven Agent Framework broker with RabbitMQ routing, WebSocket, SSE, HTTP POST, health checks, retry handling, and production Docker deployment.
- Expanded an OCI-compatible, AWS S3-backed container registry with Docker 29+ nested-index support, passing more than 160 tests across Docker and Podman paths.
- Built a custom C++ game engine that embeds V8 JavaScript Engine, allowing game logic to be extracted to JavaScript for other AI agents to write.
- Developed the thesis Autonomous Game Engineering Network for Task Synthesis, investigating orchestration of AI agents that collaboratively create, play, and iterate on games.
- Deployed an enterprise Android 360° VR video-streaming application in Unity with gyroscope controls, GPS-triggered playback, Haversine distance calculations, URL streaming, VContainer, and UniRx.
- Produced two Android Unity training games: a stylus maze-tracing game with pixel-level, frame-interpolated raycasting and a card-matching game using Addressables, GraphQL, and REST API clients.
- Refactored three C# codebases into 18 interface-driven MVC modules using Zenject dependency injection and SignalBus event messaging.
- Shipped PlanetPainter for Android tablet and Itch.io WebGL in Unity with a cross-discipline team of five.
- Architected PlanetPainter’s Zenject service layer across 19 assembly definitions, with decoupled SignalBus communication and memory-pooled entity spawning.
- Implemented PlanetPainter’s Addressables and UniTask asynchronous scene loading, six-handler player system, and real-time tilemap painting with percentage tracking.
- Created difficulty-indexed ScriptableObject configuration for spawner systems across eight PlanetPainter levels, enabling designer iteration without code changes.
- Led PlanetPainter mechanics design with two artists and two designers, defined core gameplay loops, and shipped a vertical slice.
- Built an eight-state C++ UI menu system supporting seven languages through bidirectional navigation, per-screen validation, reusable widgets, and selection restoration.
- Exposed engine-level input events to Blueprint through a C++ actor component using event dispatchers and GConfig utilities, supporting multi-input for a title shipped by a 53-person team.
- Reduced Unreal recompile cascades for a 24-developer team by organizing the project into nine C++ modules with .Build.cs dependencies and include-path-only references.
- Implemented custom Unreal Behavior Tree classes, dynamic spline insertion for NavMesh patrols, and MassEntity ECS evaluation while analyzing Actor-ECS integration.
- Produced measured drawings for a renovation project and led exhibition video, poster, and booklet creation at URBANWASABI.
- Designed National Cheng Kung University’s 90th-anniversary folder and managed its end-to-end design-to-production workflow.
- Managed construction-budget inventory and created architectural models for project exhibitions at Team Architects Partnership.

## Experience

- **Research Assistant at SMU HuMIn Game Lab** (2025-06-01–present) — \( TypeScript | AWS | GCP | Azure | Docker | Podman | RabbitMQ | CI/CD | Agent Framework \) ● Reduced deployment time by 93%, from 3 minutes 30 seconds to 15 seconds, with a TypeScript CLI that automated AWS, Azure, GCP, DigitalOcean, and Akash deployments with encrypted secrets, CI/CD workflows, and container‐registry integration. ● Enabled real‐time, distributed multi‐agent coordination for 5 researchers by extending an event‐driven broker for the Agent Framework with RabbitMQ routing, WebSocket, SSE, HTTP POST, health checks, retry handling, and production Docker deployment. ● Expanded an OCI‐compatible, AWS S3‐backed container registry with Docker 29+ nested‐index support, passing 160+ tests across Docker and Podman paths.
- **Game AI Programmer at SMU Guildhall** (2025-08-01–2026-01-01) — \( C++ | Behavior Trees | Blueprint | NavMesh | MassEntity ECS | Unreal Engine 5.7 | Team of 24 \) ● Reduced recompile cascades for a 24‐developer team by isolating the Unreal project into 9 C++ modules with .Build.cs dependencies and include‐path‐only references, enabling parallel builds. ● Enabled designers to extend Blueprint AI behaviors by implementing custom Behavior Tree classes, dynamic spline insertion for NavMesh patrols, and MassEntity ECS evaluation while analyzing Actor‐ECS integration.
- **Game UI Programmer at SMU Guildhall** (2025-02-01–2025-07-01) — \( C++ | Blueprint | UI Systems | Localization | Unreal Engine 5.6 | Team of 53 \) ● Supported localization in 7 languages by building an 8‐state C++ UI menu system with bidirectional navigation, per‐screen validation, reusable widgets, and selection restoration. ● Provided multi‐input support for a shipped title built by a 53‐person team by exposing engine‐level input events to Blueprint through a C++ actor component with event dispatchers and GConfig utilities.
- **Gameplay Programmer at SMU Guildhall** (2024-10-01–2025-01-01) — \( C# | Unity | Android | WebGL | Zenject | Addressables | UniTask | Team of 5 \) ● Shipped PlanetPainter on Android tablet and Itch.io \(WebGL\) in Unity on a cross-discipline team of 5. ● Architected service layer with Zenject DI across 19 assembly definitions, using signal bus for decoupled event communication and memory-pooled entity spawning. ● Implemented async scene loading via Addressables and UniTask, a 6-handler player system, and real-time tilemap painting with percentage tracking. ● Designed difficulty-indexed ScriptableObject configuration driving spawner systems across 8 levels, enabling designer iteration without code changes. ● Structured layered UI and art asset pipelines with two artists, improving organization and reducing integration time. ● Led mechanics design with two artists and two designers, defining core gameplay loops and shipping a vertical slice.
- **Junior Software Engineer at Ctrls.Ltd** (2023-11-01–2024-06-01) — \( C# | Unity | Android | REST | GraphQL | Zenject | UniRx \) ● Deployed an enterprise 360° VR video‐streaming application for Android using Unity, gyroscope camera controls, GPS‐triggered playback, Haversine distance calculations, VideoPlayer URL streaming, VContainer, and UniRx. ● Produced 2 Unity training games for Android: stylus maze tracing with pixel‐level, frame‐interpolated raycasting and card matching with Addressables plus GraphQL and REST API clients. ● Refactored 3 C# codebases into 18 interface‐driven MVC modules with Zenject dependency injection and SignalBus event messaging, improving maintainability and testability.
- **Architectural Design Intern at 群甡聯合建築師事務所 / Team Architects Partnership** (2021-11-01–2022-02-01) — My contribution: - Strategized and managed construction budget inventory. - Crafted intricate architectural models for project exhibitions.
- **Architectural Design Intern at URBANWASABI** (2021-09-01–2021-11-01) — My contribution: - Produced meticulous measured drawings for an imminent renovation project. - Spearheaded the creation of introduction videos, posters, and booklets for exhibitions.
- **Project Designer at 國立成功大學設計中心 National Cheng Kung University Design Center** (2021-07-01–2021-08-01) — My contribution: - Devised captivating graphic designs for NCKU’s 90th-anniversary folder. - Efficiently managed the entire design-to-production workflow.
- **Architectural Design Intern at 查少裕建築空間研究室 CTAA Architect / Lab** (2020-07-01–2020-09-01)

## Education

- Joseph A. Gregori High School
- Master of Interactive Technology, Software Development — SMU Guildhall
- Bachelor of Architecture - BArch, Architecture — National Cheng Kung University

## FAQ

### What does Yu-Wei do now?

Yu-Wei is a Research Assistant at SMU HuMIn Game Lab and is pursuing a Master of Interactive Technology in Software Development at SMU Guildhall. Yu-Wei is open to Agentic AI Engineer and Game Programmer roles and can be reached fastest at \[contact removed\].

### What are Yu-Wei’s strongest areas?

Yu-Wei builds agentic AI infrastructure, multi-agent collaboration systems, cloud and container deployment tooling, custom C++ game engines, and game AI, UI, and gameplay systems. Yu-Wei also brings architectural design, UI/UX, graphic design, and client-facing freelance experience.

### What is Yu-Wei’s master’s thesis about?

Yu-Wei’s thesis is titled Autonomous Game Engineering Network for Task Synthesis. It explores whether multiple role-based AI agents can be orchestrated to collaboratively create, play, and iterate on games. Yu-Wei’s custom C++ engine became an agent in that network by embedding the V8 JavaScript Engine and moving game logic into JavaScript that other agents can write.

### What did Yu-Wei accomplish at SMU HuMIn Game Lab?

At SMU HuMIn Game Lab, Yu-Wei created a TypeScript CLI that automated deployments to AWS, Azure, GCP, DigitalOcean, and Akash. The CLI included encrypted secrets, CI/CD workflows, and container-registry integration, reducing deployment time by 93%, from 3 minutes 30 seconds to 15 seconds.

### What distributed-agent and container work has Yu-Wei done?

Yu-Wei extended an event-driven Agent Framework broker with RabbitMQ routing, WebSocket, SSE, HTTP POST, health checks, retry handling, and production Docker deployment. This enabled real-time distributed multi-agent coordination for five researchers. Yu-Wei also expanded an OCI-compatible, AWS S3-backed container registry with Docker 29+ nested-index support and passed more than 160 tests across Docker and Podman paths.

### What did Yu-Wei accomplish at Ctrls.Ltd?

At Ctrls.Ltd, Yu-Wei deployed an enterprise Android 360° VR video-streaming application in Unity. The work included gyroscope camera controls, GPS-triggered playback, Haversine distance calculations, VideoPlayer URL streaming, VContainer, and UniRx. Yu-Wei also produced two Android Unity training games: a stylus maze-tracing game using pixel-level, frame-interpolated raycasting and a card-matching game with Addressables plus GraphQL and REST API clients.

### How has Yu-Wei improved software architecture?

Yu-Wei refactored three C# codebases into 18 interface-driven MVC modules using Zenject dependency injection and SignalBus event messaging, improving maintainability and testability.

### What did Yu-Wei build for PlanetPainter?

As a Gameplay Programmer at SMU Guildhall, Yu-Wei shipped PlanetPainter for Android tablets and Itch.io WebGL with a cross-discipline team of five. Yu-Wei architected a Zenject service layer across 19 assembly definitions, implemented Addressables and UniTask asynchronous scene loading, a six-handler player system, and real-time tilemap painting with percentage tracking.

### How did Yu-Wei support design collaboration on PlanetPainter?

For PlanetPainter, Yu-Wei designed difficulty-indexed ScriptableObject configuration for spawner systems across eight levels, allowing designer iteration without code changes. Yu-Wei structured layered UI and art-asset pipelines with two artists, and led mechanics design with two artists and two designers to define core loops and ship a vertical slice.

### What did Yu-Wei accomplish as a Game UI Programmer at SMU Guildhall?

As a Game UI Programmer at SMU Guildhall, Yu-Wei built an eight-state C++ UI menu system with bidirectional navigation, per-screen validation, reusable widgets, and selection restoration. The system supported localization in seven languages. Yu-Wei also exposed engine-level input events to Blueprint through a C++ actor component with event dispatchers and GConfig utilities, providing multi-input support for a title shipped by a 53-person team.

### What did Yu-Wei accomplish as a Game AI Programmer at SMU Guildhall?

As a Game AI Programmer at SMU Guildhall, Yu-Wei isolated an Unreal project into nine C++ modules with .Build.cs dependencies and include-path-only references, reducing recompile cascades and enabling parallel builds for a 24-developer team. Yu-Wei also implemented custom Behavior Tree classes, dynamic spline insertion for NavMesh patrols, and MassEntity ECS evaluation while analyzing Actor-ECS integration.

### What architectural and graphic-design work has Yu-Wei done?

At URBANWASABI, Yu-Wei produced measured drawings for an imminent renovation project and led creation of exhibition introduction videos, posters, and booklets. At National Cheng Kung University Design Center, Yu-Wei designed a folder for NCKU’s 90th anniversary and managed the full design-to-production workflow.

### Where else has Yu-Wei worked in architectural design?

Yu-Wei was an Architectural Design Intern at CTAA Architect / Lab. At Team Architects Partnership, Yu-Wei strategized and managed construction-budget inventory and created detailed architectural models for project exhibitions.

### What freelance work does Yu-Wei do?

Yu-Wei freelances in architectural design, interior design, graphic design, and photography. These began as passion projects and became client work.

### What is Yu-Wei’s education?

Yu-Wei is pursuing a Master of Interactive Technology in Software Development at SMU Guildhall and holds a Bachelor of Architecture from National Cheng Kung University. Yu-Wei also attended Joseph A. Gregori High School.

### What AI, cloud, and software-infrastructure technologies does Yu-Wei use?

Yu-Wei’s AI and infrastructure toolkit includes artificial intelligence, Anthropic Claude, Claude Code, Claude Code Subagents, Claude SDK, retrieval-augmented generation, multi-agent systems, Model Context Protocol, Docker, Podman, ArcadeDB, Express.js, React.js, React Native, Slack SDK, Discord SDK, SQL, TypeScript, Python, Go, Rust, WebSocket, Git, software infrastructure, performance profiling, optimization, and cloud/container deployment across AWS, GCP, and Azure.

### What game-development technologies does Yu-Wei use?

Yu-Wei works with C++, C#, Unity, Unity AR, Unreal Engine 5, Unreal Engine C++, Unreal Engine Blueprint, Unreal Engine UMG, Unreal Engine MassEntity, Unreal Engine AI Behavior Tree, game AI, game UI, Android, WebGL, Addressables, UniTask, DOTween, SignalBus, dependency injection, data-driven development, Perforce, and Scrum.

### What design tools does Yu-Wei use?

Yu-Wei’s design toolkit includes architecture modeling, architectural design, ARCHICAD, AutoCAD, Rhino 3D, Revit, Grasshopper, Adobe Illustrator, Adobe Photoshop, Adobe InDesign, and Adobe Premiere Pro. Yu-Wei also lists typing speed as a skill.

## Links

- LinkedIn: https://www.linkedin.com/in/dadavidtseng

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