๐ฎ 7+ years game backend (SLG) | ๐งฉ Full-stack game (Unity + Go) | ๐ค AI + Agent engineering
Specialized in SLG game backend architecture and high-concurrency system design, with full Unity client development capabilities to bridge client-server pipelines.
- Built high-concurrency game server infrastructure (millions of requests/day)
- Designed client-server่ๅจ mechanics (protocol/data sync/performance)
- Deep knowledge of service decomposition / caching / data consistency
- Practical experience in performance optimization & reliability (rate-limiting/degradation/monitoring)
๐ Current focus: Bringing AI Agent into the game development workflow for automated client + server + operations collaboration
- Go high-performance service development (Goroutine / GC / pprof tuning)
- Distributed system design (cache consistency / MQ / service governance)
- High-concurrency handling (peak-shaving / async / rate-limiting)
- Unity (C#) development (UI / logic layer / network interaction)
- Client-server protocol design (serialization / interface design)
- Feature integration and performance optimization
๐ Positioning: Server-driven client collaboration, not pure client development
- Agent in engineering scenarios (development / operations / troubleshooting)
- Prompt / Tool / MCP architecture design
- AI-driven automated development workflows
- Retention / monetization / lifecycle data analysis
- Data-driven server-side strategy optimization
- Server code generation and refactoring
- Client-side่ๅจ logic assistance
- Daily issue investigation and fixes
- Deployment and operations automation
๐ Goal: Reduce repetitive development cost, improve overall R&D efficiency
- Optimize network protocol and data transfer efficiency
- Improve client-server interaction performance
- Support stable implementation of complex gameplay
- ๐ https://muzig.github.io ๐ Writing about backend architecture, AI engineering practices, and game tech thoughts.
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A game engineer who bridges Unity client + Go server + AI Agent.