The questions on this page are being asked by Carnegie Mellon University

  1. Most students choose their intended major or area of study based on a passion or inspiration that’s developed over time – what passion or inspiration led you to choose this area of study?
    (300 word maximum)*

多数学生选择专业或研究方向是基于长期培养的热情或灵感——是什么热情或灵感促使您选择这个研究领域?(300字以内)*

我想说,每个人都有自己独特的接触计算机的路,它们都充斥着机缘巧合。而我的路很简单,和游戏脱不开干系。从幼儿园开始我就用电脑玩各种游戏,比如愤怒的小鸟等。不过那个时候我还没接触到任何开发相关的内容,纯粹只是把电脑当作一个生活的要素。在小学毕业那会,我接触到了跳舞的线这款游戏,玩法是通过点击屏幕来控制一条线躲避各种障碍。非常巧,当初如果在网上搜索相关视频,能看到很多非官方的玩家自制的关卡。我当时瞬间清醒地意识到,如果普通玩家能自制一些东西,那我是不是也可以?于是我去网上搜各种教程。19年那会的我还没有现在这么聪明,当初我纯纯是个菜鸟,找个资源都要找半天。虽然我看到很多人都在自制跳舞的线关卡,但是很少有人分享他们的源代码或者教程。所幸我还是找到了一个视频,内容仅仅是简单的讲解代码是怎么写的等等。我看他们用的是Unity 3D这个软件我也就跟着下载了。当时的我什么也不知道,代码也看不懂,只能把视频里出现的字符一个一个挨个抄下来。真的功夫不负有心人,我成功实现了让线拐弯的逻辑以及碰撞障碍的逻辑。虽然在现在看来这啥也不是但对于当时的我来说已经是里程碑式的进步了。随后我跟着许多视频用这种“抄代码”做了好多不同的小游戏,慢慢的我也就会写代码了。没错,我的代码完全就是“抄代码”学来的。后来我逐渐认识到了Github,第一次用它是下载一个MC模组,后来慢慢会用了。我一直做了好多跳舞的线自制关卡,后来游戏停更了我还在做,一直到2022年,后来23年开始做一款自己的独立音游,再到现在已经具备许多开发能力了。游戏构筑了我90%的计算机能力,回顾它们,这似乎一切都是机缘巧合,可能当初如果我没有接触那些游戏,或者恰好没点开那些视频,我就不再是今天的我。当然在未来我还是会继续深究这个领域,毕竟不论是过去还是现在,实现一个功能的成就感依然是我最大的动力来源而且可能在将来也永不破灭。

I’ve come to believe that everyone finds their own way into computing, and those paths are full of serendipity. Mine is simple: it’s inseparable from games. I’d been playing all kinds of games on a computer since kindergarten—Angry Birds and the like. Back then I had no exposure to development; the computer was just part of everyday life.

Around the end of elementary school I discovered a game called Dancing Line, where you tap the screen to steer a line past obstacles. When I searched online, I found tons of unofficial, player-made levels. A light went on: if ordinary players could make things, why couldn’t I? So I started hunting for tutorials. In 2019 I was a total newbie—it could take me half a day to track down a single resource. Lots of people were building custom levels, but very few shared source code or real how-tos. Eventually I found one video that briefly explained how the code worked. They were using Unity, so I downloaded it. I understood almost nothing at first; I literally copied every character on the screen, line by line.

Hard work pays off. I got the line to turn, and I got collision with obstacles working. That may sound trivial now, but for me it was a milestone. I kept following videos and “learning by copying,” building lots of little games until the code started to make sense. Yes—my programming really did begin with copying code.

Later I discovered GitHub. The first time I used it was to download a Minecraft mod, and from there I gradually learned my way around the platform. I kept making Dancing Line levels—even after the game stopped getting updates—right up through 2022. In 2023 I began building my own indie rhythm game, and by now I’ve picked up a solid set of development skills.

Games account for about 90% of my computing ability. Looking back, it all feels like chance: if I hadn’t played those games, or clicked on those videos, I might not be who I am today. And I’m not done. I plan to keep digging deeper into this field, because the rush of getting something to work—past, present, and, I hope, far into the future—remains my strongest motivation.

  1. Many students pursue college for a specific degree, career opportunity or personal goal. Whichever it may be, learning will be critical to achieve your ultimate goal. As you think ahead to the process of learning during your college years, how will you define a successful college experience?
    (300 word maximum)*
    许多学生进入大学是为了获得特定学位、职业机会或实现个人目标。无论出于何种原因,学习都将是达成最终目标的关键。当你展望大学阶段的学习历程时,你将如何定义一次成功的大学经历?
    (最多300字)*

如果让我回答,一次成功的大学经历并不在于课程拿多少A或者GPA多少,这些是我们在高中甚至初中就应该具备的学习能力。而大学真正的目的在于能否在学习与探索的过程中真正改变自己,让自己能尝试更多曾经甚至当下认为不可能的一步。本科毕业后我打算直接与大学同学或者志同道合的人一起组团开发独立游戏。虽然我现在没有具体计划但我相信在大学的学习中我肯定会产生无数有趣的点子。当然这种事情只要找一个会相关技能的高中生来都能做,但关键是如何进入下一步。我现在制作游戏的目的无非就是因为自己喜欢,也就是对于完成后作品的期待,但是这并不能解释我为什么要去做。这正是我一直所追求的“打动人心”。我需要系统性的了解计算机或者游戏开发的思维和逻辑,我需要知道为什么我要做一个东西,并且其他人对这个东西会产生怎么样的想法。当我毕业时,如果我能清晰地知道自己行动的原因,并具备用技术创造意义的能力,那么这段大学经历就算是成功了。因为它让我成为了一个更有思想和行动力的人。

  1. Consider your application as a whole. What do you personally want to emphasize about your application for the admission committee’s consideration? Highlight something that’s important to you or something you haven’t had a chance to share. Tell us, don’t show us (no websites please).
    (300 word maximum)* 请全面审视您的申请材料。您希望向招生委员会重点强调申请中的哪些内容?突出对您而言重要的事项,或您尚未有机会展示的亮点。请用文字阐述,而非展示(请勿提供网站链接)。
    (最多300字)*
    其实我有一个很明显的特点,但我不好说它是帮助了我还是拖慢了我的效率。如果你去Bilibili上搜索音游企划,你能找到一大堆那种带有游戏玩法的游戏企划视频,其中很多玩法都是无效创新,混乱不堪。当然这些企划的想法是好的,但是如果你再过一年去看,很多企划可能已经杳无消息了,甚至有的企划都还没有开发,就只用PPT展示了几个玩法之后就消失了。几年前我亲眼看到这些,我在想,如果我也开发一款音游戏,会不会也出现这种情况。如果真的出现了,那么和我一同开发的人会怎么看待我,我又应该如何对他们的期待负责。于是在开发Domain Ehcoing(当时的项目代号还叫Project Athmyx)的时候,我翻了很多不同的音乐游戏,对比了很多玩法之后才敲定了这款游戏的核心玩法。我需要保证它一定有创新性,但是又不能是乱创新,亦或是为了创新而创新。在那之后我花了一两个月的时间创作了游戏的Demo(只有关卡播放),并且验证了这个项目的可行性。到这我才松了口气,我把视频发到网上,找了一些对此感兴趣的人一起做接下来的工作,并且最后完成了这款游戏。类似这样,为了万无一失,在做重大决策之前我一定会做很多细致的研究,尽最大可能保证我的时间不被浪费。我的脑子里经常出现乱七八糟的点子,有好多都是不现实的。不经过那些验证我会浪费很多时间。当然这样效率可能比较低,但也算是我的一个特点了,总比那些想到什么就做什么最终大概率失败的人要好。