◂ ROOM / ORIGIN ARCHIVE

CICI8BIT与赛博小屋 ABOUTCICI8BITTHE CYBER ROOM

这里不是怀旧博物馆,是我给过去、现在和未来留的一份存档。 This is not a nostalgia museum. It is a save file for my past, present and future.
记忆 · 名字的由来MEMORY · THE NAME

为什么叫 CICI8BIT?WHY CICI8BIT?

童年回忆CHILDHOOD MEMORIES
01 / 23 · AUTO PLAY

我出生于 1989 年,成长在 90 年代。六岁那年,父亲带回家一台日本任天堂游戏机。开机、插入第一盘“10 合 1”卡带,CRT 的扫描线里跳出《超级马力欧兄弟》:可以变大、缩小、发火球,也会很不体面地掉进坑里,然后再爬起来继续救公主。对一个六岁小孩来说,这不是一台机器,是客厅里突然开了一个通往异世界的洞。

后来我才知道,bit 是计算机表示信息的最小单位。那个年代的 8-bit 硬件一点也不阔气:分辨率低、颜色少,角色还得靠小小的 Sprite 一块块拼起来。条件紧得像美术师的行李箱只能带几件东西,但他们偏偏用这些方块造出了全世界都忘不掉的形象。

所以,8bit 对我从来不只是“复古滤镜”。它代表一种我很想继承的创作方式:资源有限,想象力不限;像素很小,世界可以很大。于是就有了 CICI8BIT。

I was born in 1989 and grew up in the 1990s. When I was six, my father brought home a Japanese Nintendo console. I switched it on, inserted my first “10-in-1” cartridge, and Super Mario Bros. appeared through the scanlines of our CRT: growing, shrinking, throwing fireballs, falling into pits with very little dignity, then getting up to rescue the princess. To a six-year-old, this was not a machine. It was a hole in the living room leading to another world.

Only later did I learn that a bit is the smallest unit of information a computer can represent. Eight-bit hardware was not exactly extravagant: low resolution, few colours, and characters assembled from tiny sprites. The artists packed under those limits had almost no luggage allowance, yet somehow built images the whole world still remembers.

So 8bit has never been just a “retro filter” to me. It stands for the creative spirit I want to inherit: limited resources, unlimited imagination; tiny pixels, enormous worlds. That is how CICI8BIT got its name.

记忆 · 小屋的故事MEMORY · THE ROOM

为什么把小屋搬到网上?WHY PUT THE ROOM ONLINE?

赛博小屋CYBER ROOM
01 / 28 · AUTO PLAY

现实里的精神领地

现实中,我真有一间这样的赛博小屋。架子上的游戏、唱片、书、电影和玩具,并不是用来证明我多会收藏——说实话,更多时候只证明屋子越来越挤。它们是在我迷茫的不同阶段,给过我精神力量和安慰的老朋友;每一件藏品背后,都站着一个来自世界某处的有趣灵魂。

疫情三年,我最幸福的事之一,就是窝在这里搜集、学习自己喜欢的东西,按我的“CC 标准”收电影,再像抽盲盒一样每天挑一部看。经典形象总让我反复追问:它为什么这么难忘?每次坐进这间屋子,我都会获得一种非常具体的安定感——在自己的小世界里,我就是国王。国土面积不大,精神领土倒是挺辽阔。

把记忆写进代码

于是我把它做成了这个网站:把影响我长大的经典,连同它们给过我的勇气、快乐和专注,一起保存成一份不会落灰的赛博回忆。也希望有一天,我的孩子能从这些东西里学到快乐、坚持、专注,还有保持有趣的能力。在一个容易被浮华推着走的时代,别忘了真正的经典为什么能留下来。

今天,AI 的快速发展,也让我看见了建造这间小屋的新可能。设计、影像、音乐与编程之间的界线,正变得更容易跨越。通过 vibe coding,我可以一边描述想法,一边与 AI 试验、修改,把过去受限于技能或分工的构想,一点点变成可以走进去、可以互动的世界。我想借着建造这间小屋,试试自己的能力还能向外生长多远。

我也想在这个过程中,给自己的精神世界留一个坐标。一段旋律带来的感受,一个角色陪我走过的日子,还有那些说不清、却舍不得忘记的瞬间,都能在这里找到位置。多年以后再打开它,希望还能认出当时的自己,也让后来走进这里的人知道:曾经有个人,被这些东西打动过,并认真地热爱着。

让小屋继续生长

更希望慢慢有朋友加入,一起建造这个“回忆树洞”。带来一段童年故事、一件珍爱的收藏,或一个还没来得及实现的念头,让彼此的记忆在这里相遇。赛博小屋从我的房间出发,也愿意为每一个怀着梦想、守着热爱、努力过也仍愿意坚持的人,留一个位置。也许你的某段回忆,恰好能给另一个人继续向前的勇气。

无论世界和技术怎样变化,我始终珍惜人身上这样的品质:敢于想象,愿意动手,也肯为热爱的事坚持。让一个梦实现,再让它被分享、被接续,在另一个人心里长出新的可能。我想把小屋一直建下去,让曾经照亮我的东西,也有机会照亮后来的人。

A ROOM OF MY OWN

I really do have a cyber room like this. The games, records, books, films and toys on its shelves are not there to prove that I am a great collector—honestly, they mostly prove that the room is running out of space. They are old friends that gave me strength and comfort at different moments of uncertainty. Behind every object is an interesting soul from somewhere in the world.

During the three pandemic years, one of my happiest rituals was hiding away here to collect and study whatever I loved, choosing films by my own “CC standard,” then watching one each day like opening a blind box. Classic characters keep making me ask: why are they impossible to forget? Whenever I sit in this room, I feel genuinely settled. In my own small world, I am the king. The kingdom is short on square metres, but generous with inner territory.

MEMORIES, MADE REAL

So I turned the room into this website: a dust-free cyber memory for the classics that raised me, and for the courage, joy and focus they gave me. I hope that one day my child can learn from them too—how to be happy, persistent, attentive and interesting. In an age that is very good at distracting us with shiny things, I do not want to forget why the true classics last.

Today, the rapid development of AI is opening up new ways for me to build this room. The boundaries between design, film, music and programming are becoming easier to cross. Through vibe coding, I can describe an idea, experiment and revise with AI, and gradually turn things once held back by gaps in my skills or the need for a team into a world people can enter and interact with. Building this room is my way of finding out how much further my abilities can grow.

Along the way, I want to leave a point of reference for my inner world. The feeling a melody gave me, the days a character helped me through, and the moments I cannot quite explain but do not want to lose can all find a place here. Years from now, I hope to open it and still recognise who I was. I hope people who arrive later can also see that someone was once moved by these things, and cared about them deeply.

A ROOM WE BUILD TOGETHER

I also hope friends will gradually join me in building this shared refuge for memories. Bring a childhood story, a treasured object, or an idea you have not yet had the chance to realise, and let our memories meet. The cyber room begins with my own room, and there is a place here for anyone who has a dream, cares deeply about something, and keeps trying. Perhaps a memory of yours will give someone else the courage to carry on.

However the world and its technology change, I will always value our capacity to imagine, to begin making things, and to persevere with what we love. A dream can become real, be shared and carried forward, and spark a new possibility in someone else. I want to keep building this room so that the things that once lit my way might also light the way for those who come after.

PROFILE · 2026
数字艺术家· 数字视觉工程师· AI 产品工程师· 独立游戏开发者 Digital Artist· Visual Engineer· AI Product Engineer· Indie Game Developer
VisionFlow 创始人 / 产品开发负责人 · Vibe Coding 独立开发者 VisionFlow Founder / Product Development Lead · Independent Vibe Coding Developer

以 AI 为核心的跨领域数字视觉创作者与产品开发者。长期实践覆盖数字艺术、影视视觉、AIGC、实时三维、互动媒体与独立游戏,并将专业视觉制作经验转化为可复用的 AI 工作流、创作工具、插件和产品系统。

作为 VisionFlow 创始人及产品开发负责人,重点面向游戏与专业影视生产场景,推进 AI 原生视觉工具、Agent 工作流和创作者基础设施的产品化落地。

An AI-centred, cross-disciplinary digital visual creator and product developer. His practice spans digital art, screen visuals, AIGC, real-time 3D, interactive media and independent games, translating professional visual-production experience into reusable AI workflows, creative tools, plug-ins and product systems.

As founder and product development lead of VisionFlow, he focuses on game and professional film-production scenarios, bringing AI-native visual tools, agent workflows and creator infrastructure into practical products.

AI VISUALAI 数字视觉AI digital visuals
AI PRODUCT产品工具落地Products and tools
FILM / GAME影视与游戏Film and games
WORKFLOW工作流与插件Workflows and plug-ins
点击切换头像 · 拖拽旋转 · 双击复位 CLICK TO SWITCH · DRAG TO ROTATE · DBL-CLICK RESET
CICI8BIT / EXTENDED PROFILE · 04 MODULES

核心 AI 能力、职业经历、AI 与数字视觉实践、教育与专业身份默认收起,需要确认后才会完整显示。Core AI capabilities, experience, AI and digital visual practice, education and professional identity stay folded until you confirm.

档案页 01 · 核心能力与职业经历ARCHIVE 01 · CAPABILITIES & EXPERIENCE

核心能力与职业经历CORE CAPABILITIES & EXPERIENCE

CICI8BIT / CAREER COORDINATES 01

核心能力覆盖 AI 数字艺术开发、AI 产品工程、数字视觉工程、Vibe Coding、Agent 工作流与独立游戏开发。2010 年创立 CiCiArtlab,持续进行跨媒体数字艺术与视觉技术实践;2024 年创立 VisionFlow 并担任产品开发负责人,推动面向影视与游戏的 AI 原生工具、插件及专业生产工作流落地。

Core capabilities span AI digital art, AI product engineering, visual engineering, vibe coding, agent workflows and indie-game development. He founded CiCiArtlab in 2010 for cross-media art and visual-technology practice, then founded VisionFlow in 2024 to build AI-native tools, plug-ins and professional workflows for film and games.

档案页 02 · AI 与数字视觉实践ARCHIVE 02 · AI & DIGITAL VISUAL PRACTICE

AI 与数字视觉实践AI & DIGITAL VISUAL PRACTICE

CICI8BIT / VISUAL PRACTICE LOG 02

2021 年独立制作 Steam 游戏《白浪故障》;2022—2023 年参与影视动画、视觉特效、国产大模型视觉数据与 Runway 数字虚拟人项目;2024 年短片《珍珠》入选威尼斯电影节并启动 VisionFlow;2025 年完成《苍穹战鹰》、小红书春日庆典《HOPE 的野心》与《Time Breach》;2026 年继续开发 VisionFlow、《NesBoy》与《失频》。

2021: independently produced the Steam game White Wave Glitch. 2022–2023: film animation, visual effects, large-model visual data and Runway digital-human projects. 2024: Pearl was selected by the Venice Film Festival and VisionFlow launched. 2025: Sky War Eagle, Xiaohongshu Spring Celebration—HOPE's Ambition, and Time Breach. 2026: continued development of VisionFlow, NesBoy and Signal Loss.

档案页 03 · 教育与专业身份ARCHIVE 03 · EDUCATION & PROFESSIONAL IDENTITY

教育与专业身份EDUCATION & PROFESSIONAL IDENTITY

CICI8BIT / IDENTITY RECORD 03

中央美术学院油画专业本科,清华大学美术学院版画方向研究生。现为 BFT 中国签约艺术家、Z-A 签约艺术家、英特尔 AIGC 讲师及大学客座教授。传统绘画训练是出发点,AI、实时三维与互动媒介则把这条创作航线带向更远的地方。

Undergraduate degree in Oil Painting from the Central Academy of Fine Arts, followed by postgraduate study in Printmaking at the Academy of Arts and Design, Tsinghua University. BFT China and Z-A signed artist, Intel AIGC lecturer and university guest professor—grounded in traditional painting and moving forward through AI, real-time 3D and interactive media.

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