Game Frontend Lead · 70+ Titles · Delivery & Integration

I make 70+ game frontends delivery predictable, verifiable, and reusable—across shared architecture, protocols, deployment toolchain, and AI automation.

Frontend lead at a game company, overseeing Cocos Creator, cross-project integration, and three-environment delivery. Design background turned engineering—combining UX judgment with systematic implementation.

CI/CD & multi-environment deliveryCross-product shared architectureWebview & fairness UXData analysis & AI toolchain

70+ titles shipped │ 40+ concurrent projects │ Design → Engineering │ AI workflows & automation

ABOUT — Design thinking with engineering rigor

I went from an industrial design master's degree and product design into software engineering. That path lets me bring UX judgment directly into technical decisions—information hierarchy in webview game records, interaction flows for fairness verification—I work from the experience layer back to the technical spec, not the other way around.

My bar for “done” is strict: merging is just the starting point. Real completion means verified deployment, documented, traceable, and ready for handoff. I lead the frontend team, overseeing Cocos Creator technical planning, sprint pacing, staffing, and the full delivery chain from shared modules to three-environment releases.

A design background taught me to see problems from the user's perspective; an engineering role lets me fix them directly. As a team lead, I apply both lenses at the system level—unified architecture for cross-product integration, tooling to support delivery workflows, and repeatable skills that AI agents can call instead of relying on manual oversight.

SKILLS — Core capabilities

  1. 01Frontend engineering (structure, interaction, types, maintainability)
  2. 02Vue / React ecosystems and large codebase evolution
  3. 03Game frontend & Cocos Creator (flows, comms, performance)
  4. 04Shared config & cross-project integration
  5. 05Release & deployment (multi-env, reports, backups, traceability)
  6. 06AI workflows & automation (repeatable pipelines)
  7. 07Technical planning & cross-functional collaboration

OUTCOMES

Six areas, each backed by deployed tools or systems. Happy to go deeper on any item in conversation.

  • 01 Delivery governance for 70+ games

    CI/CD and three-environment (DEV / STG / REL) releases for 18 game types and 70+ product variants; built deploy-manager and dashboard-version-pulse to consolidate deploys, backup checks, version alignment, and release reporting—fewer missed steps and a shared view of what is live where.

  • 02 Shared architecture across 18 game types

    Maintained 42 standalone titles alongside 9 multiplayer games; unified bingoproto / hashproto communication protocols, game-sdk-common, and 11 shared modules, with i18ncommon managing 12-locale resource sync, aligned webview game records, and fairness verification UX.

  • 03 Webview migration & standardization

    Led Hash-type games (Crash, Hilo, Mines, Plinko, and 10+ other types) toward webview experiences: standardized specs and record templates, and extracted fairness checks into reusable components for consistent cross-team implementation.

  • 04 Automation toolchain & MCP integration

    Built 5+ MCP servers (Jira, Confluence, ByteHouse, FairyGUI, Git) and packaged deployment, i18n sync, new-repo checklists, and issue/doc integrations into AI-agent-callable workflows—freeing the team to focus on exceptions and decisions.

  • 05 Data analysis & triage workflows

    Built rtp-analizer (PostgreSQL + Google Sheets), bingo-analizer, and gemini-data-analyzer for game-state triage, player behavior analysis, and strategy review, plus a market tracker—delivering shared, queryable, repeatable flows that align ops and engineering.

  • 06 AI-assisted R&D efficiency

    Applied fgui-ai-tool (FairyGUI MCP Server) and fe-claude CLI for AI-assisted image generation and asset dependency tracking; created reusable templates like cocos3d-dice-template, and explored UI editor integrations to reduce time from brief to a reviewable deliverable.

TIMELINE

2023/02 – Present · ELS Tech · Frontend Team Leader (Gemini frontend line)
▸ Game dev | Built 70+ game products with Cocos Creator; batch-synced features and fixes across titles
▸ Shared infra | Maintained proto / WebSocket protocols, runtime configs, webview, i18n, shared bundles & merchant loading rules
▸ Release | Owned STG / REL / PROD progression, release notes (incl. hotfix), deploy reports & S3 backup alignment
▸ Documentation | In-repo implementation plans, checklists & guides for traceability and handoff
▸ Team ops | Game admin panel & brand site maintenance, Jenkins pipelines, technical planning & staffing

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)

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