Games, Products, Tools

Chris YU

My core work sits in VR game publishing, product evaluation, and project advancement, usually at the intersection of studios, platforms, and market reality. I'm also quite familiar with overseas game communities like Discord and Reddit, and I actively work with business partners there as part of real collaboration. Alongside publishing, I build prototypes, make internal tools, and keep testing practical uses of AI in game workflows so my product instincts stay grounded in both execution and player experience.

See what I've been building

Based in Guangzhou, usually working between studios, platforms, and player reality

A lot of my work lives in the space between content, platform strategy, commercial reality, and what development teams can actually sustain. The useful part is not just taste, but turning that taste into workable momentum.

Lately

Reviewing VR and spatial games, shaping product decisions, and building small demos or tools when an idea needs proof.

Easy conversations

Publishing strategy, gameplay judgment, platform timing, prototype value, and whether AI belongs in a real production loop.

How I work

Direct, calm, and practical. I like taking fuzzy situations, making them legible, and finding the next concrete move.

Off the clock

I still play constantly, study interaction details, and occasionally build something just because one small idea won't leave me alone.

VR publishing
Product judgment
Unity / Godot prototyping
AI / agent workflows
Discord / Reddit communities
Business communication
Platform and market timing
Turning ideas into something playable

Throughline

How this way of working came together

These experiences span publishing, platforms, content partnerships, prototyping, and technical understanding, and together they shaped how I make product decisions and move projects forward.

Studios and teams I've worked with

MyDearestMyDearest
Teravision GamesTeravision Games
Terrible Posture GamesTerrible Posture Games
Funktronic LabsFunktronic Labs
SurviosSurvios
Fireproof GamesFireproof Games
PICOPICO
Singer StudiosSinger Studios
COVENCOVEN
网易游戏网易游戏
Now

Publishing is the spine, but I keep a builder's perspective

My core work today is VR publishing: evaluating games, working with studios, reading platform timing, and helping projects stay healthy after launch. I still prototype and build tools on the side so my instincts stay grounded in actual making.

Before that

I spent years sitting between content, platforms, data, and partnerships

My time at YHVR and NetEase put me in the middle of content deals, platform products, data systems, and business partnerships. A lot of the work was really translation: turning different incentives into one plan people could act on.

Let's talk

Talk games with me

We can probably talk about product judgment, why a mechanic works, platform timing, or whether a prototype deserves another round of investment.

Talk AI and games with me

I'm interested in where AI earns its place in a real workflow and which repetitive steps it can remove, not just whether the demo looks clever.

If you just landed here

You'll still get a pretty clear view of the kinds of projects I focus on, the work I've done recently, and the way I tend to approach problems.

A few milestones I still care about

V Fists Charge earned major recognition on PICO and, more importantly, reached a much wider player audience.

Light Brigade won PICO's 2026 Most Anticipated Game award, which felt like a meaningful validation point.

The Room VR and Creed: Rise to Glory both went on to win annual VR popularity awards at the Golden Gyro Awards.

Jimmy's Journey was shortlisted for WePlay IndiePlay 2019, and I still value that early experience of taking a game all the way through.

Events like Global Game Jam Hong Kong and Chinese DiGRA helped keep my curiosity around games wide open.