Work Experience
For a shorter bio and skills, see About.
Kulicke & Soffa
| **Current role | Software Engineer** |
About the company
- Kulicke & Soffa (K&S) is a leading global supplier of semiconductor and industrial dispensing equipment.
- Dispensing applies adhesives or sealants with micron-level accuracy in microelectronics and semiconductor processes for die attach, sealing, and protection.
Role and responsibilities
Member of the software R&D team, developing and maintaining V2K, the core control and GUI software for dispensing equipment.
- Stack: C# / .NET (WinForms), Python, SQL
- Focus: Maintaining a large legacy codebase, bug fixes, and leading architecture and feature work for new modules.
1. Core system optimization and stability
- Refactoring & clean code: Modularized long-lived V2K components, applied design patterns, and improved readability and maintainability.
- UPH (Units Per Hour): Pursued maximum throughput by optimizing time-consuming logic and system response time, keeping the software highly stable and low-latency under 24/7 factory operation.
2. AI integration and product features
Integrated in-house AI / computer vision into V2K and designed smooth user workflows (workflow & UI):
- Auto Parameter Tuning (APT)
- Problem: Field engineers (FAEs) often spent hours manually tuning dispensing parameters based on experience.
- Solution: Built the APT module to collect machine physics and dispensing results, call backend AI analysis, and deliver one-click parameter optimization, significantly shortening FAE bring-up time.
- Underfill AI Wizard
- Problem: Underfill depends on fluid flow; imprecise wait times hurt UPH.
- Solution: Partnered with the vision team to replace manual camera inspection with automated CV; designed the wizard UI and dynamic control for tighter timing and better line rhythm.
- Built a Python tool (with AI-assisted analysis) to automate weekly bug backlog reporting, replacing manual stats and saving team time.
Fantasy Castle
| **Apr 2021 – Sep 2024 | Senior Software Engineer** |
- Products: Mobile card / management games (BigWar / Richman Fight)
- Tech: Unity, C#, MySQL, Photon Server, Entity Framework
Role and key achievements
- Core UI architecture & art decoupling (MVC architecture refactoring)
- Problem solved: UI and game logic were tightly coupled, so UI changes often introduced bugs.
- Implementation: Led a refactor to an MVC, event-driven UI system. State lived in independent models with Event/UniRx driving UI updates; designed abstract base classes so artists could bind and tune UI in the Editor without touching core logic.
- Outcome: Enabled fully decoupled, parallel workflows between engineering and art, significantly improving integration speed.
- Automated testing & quality assurance (TDD & unit testing)
- After decoupling system logic from UI, introduced unit testing and test-driven development (TDD) so bugs were caught early through automated verification, greatly improving release stability.
- Shader rendering & low-end performance (noise shader & low-end optimization)
- Technical work: For high-quality water-surface foam, researched and prototyped multiple noise algorithms to balance visual quality and cost.
- Outcome: Achieved a strong balance between visuals and GPU load, keeping the game at a stable 30 FPS on the low-end target test device.
- CI/CD automation (Jenkins integration)
- Introduced Jenkins builds and tracked plugins and Google Play requirements; cut manual packaging from over 40 minutes to under 20, with daily automated runs to speed iteration.
- Multi-threading & performance tuning (multi-threading & async)
- Optimized performance across many phone models; used multi-threading for heavy work off the main thread and coached the team on C#
async/await to reduce main-thread load.
- Backend Web API & database architecture (server–client API & DB)
- Designed client–server APIs and server logic; owned database schema design and management; built CRUD-style Web APIs for easier extension and live ops.
XRSpace
| **Nov 2019 – Apr 2021 | Senior Software Engineer, System Framework Team** |
- Programs: XRSPACE MANOVA / VR platform SDK
- Tech: Unity, Android Studio, C#, C++, Java
- Mission: Cross-stack (Android, Java, C++, Unity) SDK so third-party apps run well on the company’s Android-based VR hardware.
Highlights
- System UI: Power, volume, and related system features; Unity 3D UI composited into a transparent Android shell for immersive UX.
- 3D virtual keyboard: Custom InputMethodService-based keyboard for VR text entry.
- Casting / projection: Captured Unity output and converted stereo VR to a single-view feed for projectors, improving clarity for non-VR viewers.
JFIGames
| **Mar 2017 – Sep 2019 | Software Engineer, Product Development Team** |
- Tech: Unity, PostgreSQL, Photon Server, C#, SQL, PHP, C/C++
Project 1: SuperAcornCup (3v3 party game, Dec 2017 – Dec 2018 launch)
- Architecture: ECS with Entitas, inspired by Overwatch-style structure.
- Networking & physics: Lockstep replication; Bullet Physics on the server for deterministic simulation.
- Performance: Tuned Bullet in C# to remove hotspots.
- Player controller: Smooth movement on slopes and gaps; simplified raycasts for better mobile performance.
- Throwing mechanics: Magnet-style throws so props stay grounded across slopes.
Project 2: Mobile management game (from Dec 2016, in development)
- UI & backend: Decoration, upgrades, early UI architecture, validation, and PostgreSQL persistence.
- Quests / events / AI: Behavior-tree-style quest and event systems and NPC AI.
- LBS: Third-party geo data and core logic.
- Web APIs: Ops-facing data access.
- Camera: Top-down pan and zoom.
Prototypes
- Crowd avoidance: NavMesh + ORCA for many agents without collisions at 30+ FPS.
- Procedural map editor: Data-driven fillable maps plus an editor for designers.
Gamemag
| **Jul 2015 – Feb 2017 | Software Engineer, Product Development Team** |
- Title: School of Savers / The Sacred Blacksmith online (mobile MMO)
- Tech: Unity, PostgreSQL, Photon Server, C#, SQL
Highlights
- Cross-store IAP (Google / Apple): OOP abstractions for flexible swaps; legal/compliance-aware backend handling; ops lookup tools.
- MMO systems & UI: Gear, enhancement, and related UI with client–server sync, Photon logic, and PostgreSQL storage.