Cross-domain integration · AI-driven game pipeline · Frontend Lead

I used AI to wire design, math, art, audio, frontend, and analytics into one working pipeline.

Frontend lead at a game studio. For the past two years my focus has been applied AI: game design rules, math validation, art and audio generation, the frontend SDK, and post-launch analytics—each with tooling actually running. I set the architecture and the rules, the agents produce, I verify. One person now covers ground that used to take several roles.

MCP servers & agent workflow engineeringCross-domain pipeline integrationHard boundaries & acceptance designAWS Certified AI Practitioner

team 5 → 2 │ reskin: 1 week → 2 days │ 80+ titles still shipping │ 6 stages wired

ABOUT — From industrial design to an AI-run pipeline

I came to software through industrial design—a design master's, then years as a product designer—and I now lead the frontend team at a game studio. The turn toward AI started at an AWS conference I went to with my manager last year: I came away convinced this was how the work would be done from now on, and began converting the repetitive, predictable, cross-discipline work in the department into tools and pipelines—not "using AI to write a function," but rebuilding the process end to end. When the team later went from five people to two without the delivery load dropping, that judgement paid off: the groundwork was already in place when the pressure arrived.

The way I work changed with it. I hand-write less code; I spend that time setting architecture, defining the rules, reviewing what comes back, and making sure output from one discipline can feed the next. That is not a step away from engineering—it is the opposite. To get usable work out of an agent you have to be clearer about what "correct" means than you ever were writing it yourself: what the contract looks like, where the acceptance bar sits, which decisions must never be handed to a machine. Models get replaced and output drifts, so I do not stake quality on model stability: the acceptance bar always lives outside the model as a hard boundary—permission limits defined by a human, and, for the math pipeline, automated checks wired into CI that block the build when they fail. The math can be automated; the payout table is still signed off by a human. I drew that line on day one.

My bar for "done" has not moved: merging is the starting point, not the finish. A release is done when it is verified in production, documented, traceable, and ready for someone else to take over. What changed is that people are no longer the only thing holding that bar—error triage, deploy verification, doc sync, and issue fixes all run as tooling now, and the humans handle the exceptions and the judgement calls. The design background still shows too: I look at a feature from the player's end before deciding how to spec it.

SKILLS — Core capabilities

  1. 01AI collaboration & agent workflows (Claude Code Skills, MCP servers, pipeline design)
  2. 02Cross-domain integration (design, math, art, audio, frontend, analytics)
  3. 03Architecture principles & hard boundaries (machine-verifiable contracts, CI-enforced checks, permission and decision limits)
  4. 04Game frontend & rendering (Cocos Creator, PixiJS 8, Spine, GLSL, texture and memory budgeting)
  5. 05Web engineering (TypeScript, Svelte, Vue / React, Nuxt / Vite / Next.js, Electron)
  6. 06Release & deployment (four environments, Jenkins pipelines, automated triage and deploy verification)
  7. 07Data analysis & ops support (ClickHouse-family warehousing, re-runnable query and triage flows)

OUTCOMES

Six areas, each backed by tooling that actually runs. Happy to go deeper on any of them.

  • 01 A semi-automated game production line

    Broke building a game into six stages—design, math, art, audio, frontend, post-launch analytics—built agent-callable tooling for each, and made every stage feed the next. The design rules document is the single source of truth and flows downstream into a verifiable math contract; art and audio both consume the same theme definition, so what you see and what you hear belong to the same game; the frontend builds against the same event structure. This used to be six roles working separately and syncing in meetings. With the spec in place, an art-free demo build is now generated from assertions in a few hours; a reskin takes about a day, bounded by image-generation volume. End to end, a reskin used to cost art and frontend around a week each—it now takes about two days combined.

  • 02 Frontend SDK and hands-on rendering

    Contributed to a Svelte 5 + PixiJS 8 slot-game frontend SDK—a monorepo of 14 game apps and 29 shared packages—as its single largest contributor (roughly 60% of commits). The architecture is event-driven: the server returns a round as a sequence of events that the client replays to drive animation, which makes a round reproducible and independently testable. Reels, cascading, free spins, and bonus rounds are all shared modules. The low-level work continues alongside it: cut texture VRAM on a live title by 18% (atlas consolidation, halved mask and VFX resolutions, resolution suffixes—logical sizes and rendering code untouched), and wrote the Spine 3.8 → 4.2 converter that repaired three silent data-loss bugs in the runtime upgrade.

  • 03 Art generation: turning "consistent style" into an executable spec

    16 generation skills covering theme proposals, a visual style guide, batch image generation, character poses, sprite sheets, autotile terrain, parallax backgrounds, and UI components. The key design decision: produce the style guide first, then inject it into every downstream prompt—a batch drifts as it grows, and that spec is the only thing that holds it together. The same theme definition also feeds audio generation, so what you see and what you hear come from one source. The reskin path is settled practice now—it does not need me watching it.

  • 04 Math: turning a design document into a machine-verifiable contract

    A math pipeline covering 40+ titles. It expands the design rules into a mechanics matrix, interrogates every ambiguous cell until it is pinned down, and emits a machine-verifiable contract. Every batch of computed results then has to clear a set of hard checks—gaps in the matrix, whether a declared mechanic actually appears in the output, field and behaviour assertions—and nothing ships until it passes. Those checks are wired into CI and are independent of which model produced the output, or how many times it has been replaced—the boundary sits outside the model, so drift cannot move it. One line was drawn deliberately: the pipeline runs on its own, but the final call on a payout table stays with the game designer. It now operates without me—I go back in only when the spec itself has to change.

  • 05 Putting live operations data within reach of an agent

    Built an analytics MCP server that exposes the data warehouse as 16 agent-callable tools—revenue and partner rankings, period-over-period comparison, player behaviour analysis, plus single-round replay and statistics for specific games. On top of it sit 5 analysis agents and a daily triage routine that chains "check revenue → find anomalous games → shortlist suspect players → investigate → produce the report" into one command. The engineering underneath is deliberately defensive: read-only access, query timeouts, and row caps, so an agent cannot take the warehouse down. Ops and engineering now align on the same re-runnable queries instead of one-off lookups and back-and-forth over chat.

  • 06 Delivery governance and automated issue fixing

    Own CI/CD and four-environment releases (DEV / STG / REL / PROD) across 40 game types and 80+ reskinned variants, with deployment, backup verification, version alignment, and release reporting consolidated into one toolset—anyone can confirm "is it live, and on which version" without asking me. Issue handling runs on the same logic: QA files a ticket, an MCP server picks it up, and the agent pulls that project's context and past fixes from a knowledge base spanning 90+ repositories, produces a diagnosis and proposes a fix; an engineer takes it from there. The value is not full autonomy—it is that when the same class of issue recurs across projects, the diagnosis and the fix carry over, cutting implementation time several-fold.

TIMELINE

2023/02 – Present · ELS Tech · Frontend Team Leader (Gemini frontend line)
▸ Applied AI | Built MCP servers and agent workflows spanning deployment, data analysis, doc sync and issue diagnosis; the math and art-reskin lines now run without me—I step in only when the spec itself needs to change
▸ Cross-domain pipeline | Wired design, math, art, audio, frontend and post-launch analytics so each stage feeds the next
▸ Game client | Built 80+ game products with Cocos Creator + TypeScript; newer work on Svelte 5 + PixiJS 8 + Spine
▸ Shared infra | Maintained proto / WebSocket protocols, runtime configs, webview, i18n, shared bundles & merchant loading rules
▸ Release | Owned DEV / STG / REL / PROD progression, release notes (incl. hotfix), deploy reports & backup alignment
▸ Team ops | Held delivery flat after the frontend team went from five people to two; brand site and game admin console, Jenkins pipelines, technical planning

2014 – 2023/02 · Freelancer (company registered 2017) · Othe Technology UI/UX & FE advisor · meet.jobs FE engineer

2013 · Lunghwa University of Science and Technology · Interactive UI lecturer

2012/10 – 2014/02 · AppWorks accelerator team · UI / frontend

2011/01 – 2012/09 · SHEICO Group · Design team lead

2009/05 – 2010/12 · Saint-Fun International · Industrial design engineer

2008 – 2009 · R.O.C. Navy (conscription)

Certification · AWS Certified AI Practitioner

Education · Chang Gung University BID (2001–2005) · NCKU MID (2005–2008)

Full timeline

  1. ELS Tech

    - Frontend Team Leader · Gemini line

    Cocos Creator game development; batching features and fixes across many game codebases and shared libraries.

    Shared FE stack: protocols (e.g. protobuf), WebSocket / game services, runtime settings, webview, i18n, bundles, and loading rules.

    Release ownership: STG / REL / PROD progression, release notes (incl. hotfix), deployment reports, S3 backup checks, version alignment.

    Docs and plans in repos (guides, checklists, implementation notes) for traceability and handoff.

    Game management backend, brand sites, Jenkins pipelines; technical planning, delivery, and team scheduling.

  2. Freelancer

    - Registered company in 2017

    Cooperate with many companies. Has extensive experience of website development.

    Othe Technology

    - UI / Frontend

    Plan the demo version interface and use web view for UI layout.

    meet.jobs

    - Software Engineer

    website maintenance, optimization and functional development.

  3. Startup Team@ AppWorks

    - UI / Frontend

    Initally work as a UI designer, become frontend engineer about 2013/6.

  4. SHEICO Group

    - Design Team Leader

    Design profassional water sportswear (suit for surfing or diving). Plan the exhibition projects and the layout.

  5. SAINT-FUN INTERNATIONAL CO.

    - ID Engineer

    Design the appearance and mechanism of arcade game machines. The work content is mainly 3D modeling

  6. R.O.C. NANY

  7. Chang Gung University
    Bachelor of Industrial Design (2001 - 2005)

    National Cheng Kung University -
    Master of Industrial Design (2005 - 2008)

HCD PORTFOLIO · DEAN HUANG