Nu Yu, also known as Yono, is a gameplay programmer and systems designer who co-founded ChipsAI and serves as its Head of Engineering.
Selected work
2026 · Game AI
Co-founder · Head of Engineering
At ChipsAI, which I co-founded, I lead engineering and am building the AIDR plugin, with Unity as its primary implementation. AIDR helps game teams configure and inspect AI decisions while game code remains in control of execution. The work is ongoing and in closed testing.
2026 · Game AI Showcase
AIDR integration · Unity showcase built with a teammate
Tavern is ChipsAI's Unity showcase for designer-directed NPC decisions inside game-owned rules. A teammate built the scene, staging, animation, and HUD. I built the AIDR integration surface that starts the demo from a persona, finalizes decisions at action cues, and exposes a manual decision workbench.
2026 · Game AI Demo
Gameplay programmer · hold'em engine and AIDR bindings
Chirp Poker is ChipsAI's Godot demo where AI opponents decide from their personalities. I built the engine layer: the betting state machine, hand evaluation, the AIDR decision binding with legal action sets, opponent statistics, and acceptance tests. A teammate built the table scene and UI.
2026 · AI Benchmark Tooling
Sole developer · benchmark pipeline and dashboard
AIDR Arena is ChipsAI's public benchmark dashboard for AIDR-driven poker agents against a native LLM baseline. I built the pipeline end to end: the replay aggregator, the pre-registered statistical method, the leak-proof public data feed, and the live and benchmark pages in English and Chinese.
2026 · Interactive Learning Product
Developer
Contributed as a developer to a Texas Hold'em cash-game training product with assessment, focused practice, and hand-review flows.
2025 · Action Roguelite
Gameplay programmer · all game logic
MoYo: Dead Letter Delivery is CHiPS Studio's Unreal Engine 5.4 action roguelite set in Dìfǔ, the Chinese underworld. I wrote all the game logic in C++: character movement and combat, the yin and yang energy system, weapons, enemy AI, and the language-model enemy decision plugin.
2025 · Serious Games
Sole developer · Unreal Engine 5
Built for Metro Vancouver through the Centre for Digital Media, Never Flush Wipes Game uses a hockey-inspired multiplayer match to make everyday wastewater choices legible in play. I was the sole developer for all game systems.
2025 · Serious Games
Developer · Unity systems
For CDM's EOC Simulator with JIBC, I implemented UI navigation, role-information panels, and a player-facing minimap that were integrated into the WebGL simulation delivered to JIBC.
2024 · Multiplayer / Social Stealth
Gameplay & multiplayer developer
Spy Game evolved from an earlier photography experiment into a Unity LAN social-stealth game. I built a shared scene where players moved among wandering NPCs, used dance and other character animations to imitate them, and interacted through networked gameplay systems.
2024 · AR / Spatial Computing
AR developer · Unity + Vuforia
For AR Histora, I built the Unity and Vuforia AR systems and packaged a runnable iPad app for on-device demonstration. Its Image Target and Area Target modes link physical triggers with media, audio, and 3D content.
2024 · Rhythm Game Prototype
Gameplay programmer
A Unity rhythm-interaction prototype for timing bottle fills to music, with spawn flow, fill-zone input, scoring feedback, and scene assembly.
2023 · early concept · XR / Motion
Prototype creator
Explored motion-driven skiing interactions in an early XR prototype.
2023 · Interactive Narrative
Sole creator
A branching interactive story about grief and hidden memories, created independently with Twine/SugarCube, custom styling, and integrated image and audio media.
JavaScript enhances the interactive portfolio, but this summary remains available without it.