Graduate Program Conclusion
Another Kagerou Day is approaching. I have also just started working, so it is time to write a conclusion to my master’s years. Memories always fade with time, and I think I should set aside some uninterrupted time to record what I have seen, thought, and felt.
Graduating from my undergraduate program marked another low point in my life. I had trusted too easily and ended up being ghosted by Moonton. I remember leaning against the door and slowly sliding to the floor, feeling as though all the emotions from my past had finally caught up with me: confusion, resentment, and more. After several days of dejection, I happened to notice the keepsakes I had collected throughout my undergraduate years: an ACM badge, a Baioo handbook, and Tencent stickers. Something stirred in me. I opened my computer and revisited my old university’s online judge, Codeforces where I had practiced for ACM, AcWing where I had prepared for job hunting, and the TapTap page for my indie game. Only then did I realize how far I had already come. Failure runs through life from beginning to end; that is simply what life is. In that case, I thought, I should first do whatever was within my power. With that thought, I boarded the plane abroad.
About Studying Abroad
Utrecht University’s Game and Media Technology program is one of the few master’s programs in Europe dedicated to game technology. To me, studying abroad is partly about living abroad and partly about studying. Commuting only between school and an apartment and caring about nothing beyond coursework has never been my style. In fact, I often skipped class. Instead, I collaborated with local university students to make a board game for a European youth organization, worked with vocational students on an interactive exhibition for the Dutch Railway Museum, and skipped an entire week of classes to travel through the Nordic countries and the Arctic.

Many moments from those journeys remain with me. At a hostel in Norway, I met a young traveler who said goodbye with, “We will probably never meet again, but I am glad I met you and learned about your game.” In Longyearbyen, a town within the Arctic Circle that knows only polar day and polar night, I was moved by the sincerity of its residents and by a notice that read, “Please respect the wildlife, nature and each other.”
There is something interesting and meaningful about visiting different places and encountering different people, values, and ways of life. Perhaps it is like the saying: a life is only an arrow briefly crossing the sky, yet the countless journeys people make toward their destinations come together into a magnificent sight. There is no single template for life. Some people pursue a career; others enjoy an ordinary existence.

About Internships
I originally planned to remain in Europe. It would not have been especially difficult, but I would first have needed to learn Dutch, and the local game industry is neither large nor particularly friendly to new graduates. Since living abroad was expensive, I completed my credits in the first year and returned to China in the second to intern and help cover my family’s expenses. During that year, I worked as a technical artist at XD Inc. and then explored AIGC at ByteDance’s Nuverse. In a sense, I expanded my experience from game programming into full-stack game development. I also attended BilibiliWorld, Bilibili Macro Link, and Kano’s first concert in six years.

About Work
Perhaps persistence really does bring an answer. I had always said that I wanted an opportunity at an international company, and one eventually arrived: an engine role at EA. The pay is certainly lower than what major domestic companies offer, but as long as I have enough free time, I can keep working on my own plans.
As for miHoYo, which I had long hoped to join—even though Zenless Zone Zero reached out this time, I genuinely did not dare accept—I have finally made peace with it after applying from my undergraduate years until now. Back then, I still viewed the company through a filter and thought I would even accept heavy overtime if it were miHoYo. Today, I value work-life balance more.
I would not take pride merely in being “an employee of a particular company or project.” What I have always wanted is to become “the creator of a particular work.” That would be something only I could accomplish and an honor that truly belonged to me.

About What Comes Next
I still do not know. Once I joined the company and had much more free time, I immediately started planning my own indie game. After several weeks of experimentation, however, I realized that my current technical ability was nowhere near enough to realize what I had imagined.
I want to build an isometric 3D game set after the end of the world, portray several conflicted yet vivid protagonists, and depict a partnership in which everyone hides something while cooperation is still sustained by trust. Doing all of that alone is simply too ambitious. Perhaps I can join more game jams, find teammates, and try to restart the project later.
For now, I will improve my English, practice guitar, learn digital painting, and prepare myself for whatever possibilities come next. Game development is a long process of accumulation. Something beyond my reach today may not remain beyond my reach forever. I will preserve that possibility, wait, and keep hoping.





