Work Experience

For a shorter bio and skills, see About.


Kulicke & Soffa

**Current roleSoftware 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.

3. Automation and tooling

  • 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 2024Senior 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 2021Senior 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 2019Software 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 2017Software 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.