刘俊宇LIU JUNYU
| Name | 刘俊宇LIU JUNYU |
| Class | AI / XR / AVATAR / OS |
| Status | 离职,寻找机会中OPEN TO OPPORTUNITIES |
| Career | BYTEDANCE / POLIQ / PICO |
| Phone | +86 18565641624 |
| junyu_liu@outlook.com | |
| Located | 北京BEIJING |
我的「档案」。 OPERATOR ON FILE.
// 连接是目的,身体是媒介 // EMBODIMENT IS THE GOAL, CODE IS THE MEDIUM
用产品连接人与虚拟世界,让创作与社交更简单。 Connecting people with virtual worlds through products, making creation and social easier.
进入 VR 行业后,在 PICO VR 打造了多人影院这一 PICO 商店头部社交应用;作为 PoliQ 联合创始人,从 0 到 1 打造了 Vyou 微你——一款百万级用户的 3D 数字人社交应用,最终被字节跳动收购;在字节 PICO,主导社交产品矩阵建设,推动轻世界、PICO Avatar、多人社交与协作等产品落地。 Entered the VR industry and built PICO Cinema — a top social app at PICO VR. As co-founder of PoliQ, built Vyou from scratch — a 3D avatar social app reaching millions of users, acquired by ByteDance. At ByteDance PICO, led the social product matrix.
探索 AI Agent 的物理化落地。具身智能的交互仍显生硬——而我在虚拟世界已验证过解法:身份表达(Vyou / PICO Avatar)、主动行为(角色生活流)、多模态感知。目标不是让 AI 说话更像人,而是创造物理空间中真实、有温度、有个性的在场感。 Exploring the physicalization of AI Agent. Embodied intelligence still struggles with stiff interaction — while I've already validated solutions in virtual worlds: identity expression (Vyou / PICO Avatar), proactive behavior (Character Life Flow), and multimodal perception. The goal is not making AI speak more like humans, but creating presence that is real, warm, and individual in physical space.
从实验室到百万用户,「连接」一直在升级。 FROM LAB TO MILLIONS. CONNECTION EVOLVES.
// 倒序查看身体日志 // DESCENDING EMBODIMENT LOG
- 轻世界 · VR 社交应用 PICO WORLD · VR SOCIAL APP PICO 自研 VR 应用,以 UGC 创作与多人互动为核心的 3D 内容社区。用户日均停留 40-60 分钟——产品设计的核心不是功能堆砌,而是让虚拟空间产生类似物理场所的归属感和陪伴感。带领 5 人团队实现产品从 0 到 1 交付上线。 PICO's self-developed VR app — a 3D content community centered on UGC creation and multiplayer interaction. Users spent 40-60 minutes daily — the core design goal was not feature stacking, but making the virtual space feel like a physical place with a sense of belonging and companionship.
- PICO Avatar · 系统级数字人 PICO AVATAR · SYSTEM AVATAR PICO 设备系统级的人机交互界面,提供跨应用的身份编辑器和 SDK,支持卡通、3DGS 真人、AI 数字人等多风格创建。帮用户在虚拟世界中建立可自定义的"数字身体"——验证人对非人类形态的身份认同与情感投入。与算法团队协作,定义 3DGS 真人数字人生成的效果标准。 System-level human-computer interaction interface across PICO devices. Cross-app identity editor and SDK supporting cartoon, 3DGS real-person, and AI avatar styles. Enabled users to build customizable "digital bodies" in virtual worlds — validating identity attachment and emotional investment in non-human forms. Defined 3DGS real-person avatar quality standards with the algorithm team.
- 多人社交与协作 · OS 基础设施 MULTIPLAYER · OS INFRASTRUCTURE PICO OS 底层多人协作基础设施,通过通讯 App(办公协作)和一起玩 App(多人娱乐)提升虚拟空间中的协作效率与社交体验。主导 OS 社交基础架构整合,实现平台统一的关注关系链管理和陌生人社交房间分发机制。 PICO OS multiplayer collaboration infrastructure. Integrated communication app (office collaboration) and PlayTogether app (multiplayer entertainment). Built unified follow relationship management and stranger social room distribution.
PICO WORLD
MULTIPLAYER
- 增长与用户 GROWTH 实现从 0 到数百万级用户规模,DAU 和 MAU 达到数十万。次留/周留/月留 36%/16%/8%,日均使用时长 35 分钟,显著高于行业平均水平(次留 25-30%,使用时长 20-25 分钟)。TapTap 首发评分 9.7 分,NPS 达 83 分(行业优秀标准为 50+)。 Scaled from 0 to millions of users. Retention: 36%/16%/8% (D/W/M). Daily usage: 35 minutes — significantly above industry average. TapTap launch rating: 9.7. NPS: 83.
- 商业化 MONETIZATION 成功建立应用内购商业模式,实现近千万级营收规模。基于 VR 行业背景和市场分析,制定移动端切入、服务二次元用户的差异化定位。 Built in-app purchase monetization model reaching millions in revenue. Defined mobile-first strategy targeting ACG users based on VR industry background and market analysis.
- 产品与团队 PRODUCT & TEAM 打造数字人捏人换装 MVP,验证产品核心价值,成功获得数百万美元融资。根据用户反馈持续迭代拍摄系统和社区功能,构建世界玩法。带领 10 人以上团队负责产品全流程管理,包含产品、游戏策划、设计等职能。 Built avatar creation MVP to validate core product value, secured millions in funding. Iterated based on user feedback to build world gameplay. Led a 10-person team for full product lifecycle.
VYOU · WORLD U
AVATAR SOCIAL
- 用户与增长 GROWTH 长期保持 PICO 商店 Top 受欢迎应用,日均使用时长 50 分钟。2019 年共举办数百场高质量观影活动,建立活跃的用户社群。 Maintained Top position in PICO Store. Daily usage: 50 minutes. Hosted hundreds of high-quality viewing events in 2019, building an active user community.
- 产品规划与交付 PRODUCT 完成项目立项、产品规划及项目管理,并顺利交付上线。完成功能迭代和活动运营工作,为硬件创造新玩法,提高硬件口碑。 Completed project initiation, product planning, and project management. Delivered feature iterations and event operations, creating new hardware experiences and improving brand reputation.
- 品牌与展示 BRAND 在 CES 消费电子展会上展示硬件差异化体验,提升品牌影响力。 Showcased hardware differentiation at CES (Consumer Electronics Show), enhancing brand influence.
- 研究成果 RESEARCH 设计并开发结合视觉、听觉、触觉多模态反馈的 VR 游戏,系统研究人机交互中的感官耦合机制。项目入选 SIGGRAPH Asia 2017 VR Showcase(计算机图形学顶会)。多模态感知作为在场交互基础方向,在 2017 年尚属早期探索。 Designed and developed a VR game integrating visual, auditory, and haptic multimodal feedback to systematically study sensory coupling mechanisms in human-computer interaction. Accepted by SIGGRAPH Asia 2017 VR Showcase. Multimodal perception as a foundation for embodied interaction was still an early research direction in 2017.
每个产品都是一次「连接」的验证。 EVERY PRODUCT VALIDATES CONNECTION.
// 连接模组档案 // CONNECTION MODULE ARCHIVE
有的在虚拟空间里创造在场感,有的让数字身份跨越虚实,有的让远距离变成零距离。目标没变过:让连接真实发生。 Some create presence in virtual space, some let digital identities cross the virtual-physical boundary, some make distance disappear. The goal never changed: make real connection happen.




下一个「连接场景」,还没被定义。 THE NEXT FORM OF CONNECTION IS UNDEFINED.
// 接口开放 · 等待在场 // INTERFACE OPEN, AWAITING PRESENCE
STATUS · SENSING
RESPONSE · ~24h