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YOUCHUN LI

ABOUT HIM

Youchun Li, (or Jayson Li in English),
was born on Jan 9th, 1985,
and lives in Shanghai, China.

EDUCATION

OBJECTIVE/INTERESTS

  • Goal in 2016:

    • Mobile(iOS) devel. and/or
    • Web(full stack) devel. and/or
    • In-depth graphics exploring. and/or
    • As a manager lead a small scrum team. and/or
    • An opportunity working/living aboard. and/or
    • Product-Oriented design/devel. and/or
    • Engineer-Oriented devel, such like:
      • memory allocation.
      • performance improvement.
      • computing job/task scheduling.
      • parallel/concurrency.
    • And/or could touch one or more new languages(to me) below:
      • Go
      • Swift
      • Ruby

    All the fields listed above are the ones I'm not familiar with too much, but that's the reason why I'm so into them recently. Feed me.

    And,

    • Would like work under Mac OSX / Unix-like OS.

EXPERTISE/HIGHLIGHTS

  • Uses C/C++, C#, Lua, Python, Js/h5/css3, Bash/fish, (well and) Markdown as daily skills.
  • Uses bash/fish + vim-like editor + git as daily developing toolchains.
  • Used to focus on OpenGL/DX, general (realtime/offline) graphics knowledge.
  • Tried AngularJS, Node, Swift Language for a while before.
  • Playing with Tornado, MongoDB right now in my toy project: LinWords

WORK EXPERIENCES

Python/MaxScript Integration for 3ds Max, 3ds Max Team, Autodesk.

2015.4 - 2016.2
Tech involved: C/C++, Python, Maxscript, Scintilla editing component.

  • Implemented a mechanism on its "script listener" UI that allows the user to switch between python and maxscript modes easily. undo/redo feature supported. Read more...

  • Translated Maxscript's "Context Expressions" to the Python's counterpart using its "with-yield" statement. Read more...

And,

  • I took the IELTS exam in Aug, 2015 and gained a overall band score of 6.5.

Stingray Editor Development for Stingray game engine, Game Group Team, Autodesk.

2014.4 - 2015.4
Tech involved: C#, C++, QT, Chromium-CEF, AngularJS/Bootstrap, javascript/html5/canvas/css3.

  • Integrated Autodesk in-house services to Stingray Editor. Read more...

  • Implemented the Progress Bar widget for Stingray Editor. Read more...

  • Implemented the Color Picker Panel for Stingray Editor. Read more...

And,

  • During this stage I kept learning English by myself, targeting IELTS.

Beast Lighting Renderer Integration for MayaLT, Game Group Team, Autodesk.

2013.10 - 2014.4
Tech involved: C++, Graphics knowledge

  • Implemented Tessellation Lighting Map for Displacement Map of MayaLT. Read more...

Feature Development for Flame/Smoke, Creative Finishing Team, Autodesk.

2011.2 - 2013.10
Tech involved: C++, Scons, gdb, Linux devel platform, Graphics knowledge

3D Feature Devel for Mobile Games, 3D R&D Team, IN-FUN Corp.

2010.10 - 2011.2
Tech involved: C Language, a 3D game engine made in-house, Graphics knowledge.

  • Developed a lightweight 3D game running on a MTK mobile platform. Read more...

Feature Devel for NetGames, Client-side Team, ShenXue Corp.

2010.4 - 2010.10
Tech involved: C++, Ogre 3D.

  • Attended 3D game feature development.
  • Sorry I can't recall too much details since so a long time has passed :(

Boot Camp Training, 3D R&D Team, Ourgame Corp.

2009.7 - 2010.4
Tech involved: C++, Ogre 3D.

  • Fixed bugs, touched Ogre 3D as well as general graphics knowledge.
  • Sorry I can't recall too much details since so a long time has passed :(

TASTE

  • Mac OS X / Unix-like OS fans. anti-Windows.
  • Editor(emacs/vim/sublime/atom) + Command-line(bash/fish) fans. anti-IDE.
  • Favorite sites:
  • Hobbies: working out, playing guitar, post-rock genre, meditating, exploring cities, brewing coffee.