My name is Elizabeth (Lizzy) Li. I am currently studying at Iowa State University, finished with my undergrad in software engineering and am currently pursuing a minor in Leadership Studies. I would consider myself to be a passionate and ambitious individual who strongly emphasizes the importance of communication, leadership, and teamwork. My time at ISU has taught me invaluable topics, but I would have to say that the most I have learned was through my work experience at several internships. Although I am a programmer, I am also passionate about writing, art, and design. All of the aforementioned have led me to have a strong interest in Game Development, as I most recently completed an internship as an Animation Engineering Intern with EA and have completed a UI Engineering internship with Ubisoft in summer 2019. My other experiences and interests involve Android and web development on the frontend side.
During my college career, I have picked up on fundamental software development concepts such as data structures, algorithms, project management, and much more. In addition to taking rigorous coursework, I have served as a peer mentor for Leadership through Engineering Academic Diversity (LEAD) for three years for underrepresented first year engineering minorities. I have led groups of at least 7 mentees in the past and I strive to provide them with a clear pathway to success. Furthermore, I am a member of Computer Science and Software Engineering Club, Women in Science and Engineering, Digital Women, and have played a role as Outreach Chair for Game Development Club for two years.
My most recent work experience in the game industry was on the Frostbite Animation team. My biggest project consisted of enhancing the usability an animation tool in EA's Maya plugin and extending that tool's capabilities to Frostbite's properitary animation engine using C# and WPF. As an animation engineer, I had to work closely with animators, riggers, and artists and frequently present my updates to the tools to them to get their feedback and iterate accordingly. This was also my first remote experience and despite the challenges of working from home, I was able to make a vast amount of contributions to the team.
My first work experience in the game industry consisted of primarily building UI for unannounced projects for more than one team, designing levels, debugging when necessary, building diagrams, and writing concise documentation. I worked with Ubisoft's proprietary engine, utilizing the feats of C++, visual programming, JIRA, Perforce, and Visual Studio. A vast majority of my work has been alongside fellow game designers, level designers, UI/UX teams, and other programmers. In addition, I participated in a Game Jam/Hackathon where I had to build a game in Unreal with no prior experience.
My experience at this cloud-based company mainly consisted of web and mobile development. I had to build various types of web applications using mostly JavaScript, HTML, CSS, and a bit of SQL, C#, and ASP.NET. About less than half way into the internship, I was placed on the Mobile Team, where I developed an Android App that acted as a custom Formbuilder that connected to its web counterpart, using Java, XML, and some PHP and JSON.
This was my first work experience as a college student straight out of Freshman year. As the least experienced member of this Agile team, there was a lot for myself to pick up. I had to learn JavaScript, HTML, and CSS with little to no prior experience with any of them, but managed to contribute and play a part in the frontend side of the web-based learning game.
Mush Puppies is a fitness tracking Android application designed to motivate individuals to get active. Features include:
Love Player is a game built in GameMaker where the objective of the game is to woo and date your suitors in a constrained time frame, where dialogue choices, gift tracking systems, and character behavior played a large role in the gameplay. My contributions consisted of implementing key features into the game and integrating commissioned assets. This was my first experience using GameMaker and working on a project that I was contracted to develop for.
View ProjectGarden of Eden is a game developed in Unreal Engine, during a 36-hour time-span at a Game Jam/Hackathon while I was an intern at Ubisoft. I was placed on a team of three, where myself and my teammates had to learn the engine on our own, as all of us were new to it. After drafting out the plans for the game and the minimum viable product, a lot of research and quick learning was necessary in order to complete a game in the alloted time. My jobs for this project included being the Project Manager, helping to create timeframes and tasks for my team in order to get the job done. I also was responsible for building levels and dabbling into Level Design, animation, Gameplay implementation, and building mechanics. Eventually, we were able to build a 2D platformer game that integrated the usage of AI, triggering mechanics, and the concept of puzzles and finish it with time to spare.
CowChips4Charity is a web-based game dedicated to fundraising for the Boo Radley Foundation- an organization that supports cancer reasearch in dogs which benefits human cancer research. Donations are designated for supporting clinical trials and individual cases of dog cancer victims. My role for this project is to serve as the game developer and front-end developer, using Node.js and Vue.js.
View ProjectUsing Unity, I was able to make my own Reversi game. This version allows players to play against a computer player and input a set difficulty. The computer player would then use the MiniMax algorithm as its form of AI to challenge players. I also worked on the flip animations and had a Squirtle character cheer on the player using different animation behaviors by implementing Behavior Bricks.
View ProjectFor my computer graphics final project, my teammates and I investigated the art of Cel Shading. There was a lot of linear algebra involved along with the concept of 3-D rendering in order to get our objects to look like 2-D, and we used three.js and OpenGL.
View ProjectPEWI is a web-based learning tool that simulates a watershed and assists in educating the concept of multidimensional land-use making. PEWI is an open-source project designed for professionals and educators to learn how to work with ecosystems and its trade-offs.
View ProjectRush is a web-based game built with JavaScript, HTML, and CSS. It was built with a team of four over the course of three weeks. The objective of the game is to get through a 2D dungeon and progress through every level by bypassing enemies that block your path. Items will be scattered around the dungeon and collecting them can harm or help you. My role was to add the mechanics, game rules, time, and healthbars.
View ProjectAs part of the Mobile team at my internship at Buildertrend, I was tasked to build a custom web formbuilder made with JavaScript, CSS, HTML, Bootstrap, Angular, PHP, and JSON, where users could drag and drop form elements onto their custom forms. Such forms would appear the exact same way on the Android component, using Java and JSON to deserialize the data as it would be passed between platforms. This was the first time where I had to do fullstack development, as I did the Frontend and Client-side as well as the Server-side with PHP and JSON. In addition, my partner and I had to make the web-app compatible with both Android and iOS.