A Next.js personal site built around portfolio work, writing, and a growing personal archive.
A pull simulation and resource planning tool for Arknights: Endfield, designed to turn player intuition into computable strategy.
Experiments, unfinished pieces, and remnants from the learning years. They are not all mature, but they form the earliest technical trail.
Completed my main high-school studies here, while gradually discovering long-term interests in programming, design, games, and fictional worldbuilding.
That period felt like building basic infrastructure: knowledge, habits, taste, and self-learning slowly took shape.
Currently studying Computer Science and Technology, while continuing to push coursework, engineering practice, and personal interests forward in parallel.
Outside class, I mostly work on my personal website, AI workflows, IM persona systems, game development, and small visual experiments.
Zhenjiang is my temporary home, and also the place where many records began settling into Arsvine Realm.
Fictional entry: Rhodes Island Pharmaceuticals is from Arknights, not a real internship or work experience.
As a long-term player and Doctor, my daily work includes tactical deployment, resource planning, event research, and repeated overtime in Stronghold Protocol.
To me, it works more like a spiritual coordinate: maintaining order, ideals, and a stubborn engineering spirit inside a chaotic world.
I'm glad to meet you here
A page render slipped out of control, leaving behind traces that felt more deliberate than design.
For a friend whose nickname is “Tsuki”
“The most powerful thing about this sentence is that it makes refusal feel immoral.”
“There is nothing here to blame. When two people move closer, they always stop at some distance.”
“The light that keeps civilization from going out may never have been more than a stroke of chance.”
A story began with a greeting, and ended with the word “friend.”
Not just a strategy tower defense game, but a long-term specimen of order, catastrophe, ideals, and system design. Terra feels like a cold archive, and also like a still-running slice of civilisation.
What I look forward to is not a simple 3D version of Arknights, but the moment a worldbuilding system moves from tactical maps to a frontier site: wiring, production, combat, and the rebuilding of order on a wasteland.
It turns walking, burden, loneliness, and connection into something playable. Not a grand speech about saving the world, but a small stretch of road left for those who come after.
Not really a journey, more like a slow recognition after temporary residence: an old Jiangnan city that does not force itself to be impressive, quiet and relaxed, with its own folds and traces.
This art section is temporarily like an exhibition room that has not been fully powered on yet. Music, painting, design, film, game visuals — I like all of them, and I am still slowly looking at them. I just do not have enough things I can write seriously yet. Instead of placing a few pretty sentences here, I would rather wait until they truly settle into my aesthetics, and then organise this place into a proper archive room.
Creating the worlds in my mind, while studying how systems, interfaces, rules, and narrative hold a world together. I am still on the way, but the path itself is already interesting enough.
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