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EXPERIENCE

SANDMAN STUDIO

Beijing, Hybrid
Senior Technical Artist (Dec 2023- Present)
PCVR Projects
● Creating shaders, tools, and solutions for artists. ● Developing and optimizing VR content for Pico and Quest platforms. ● Interfacing with artists, engineers, and designers to improve game features and performance. ● Providing troubleshooting support for the art team.

KUDOS PRODUCTION

Shanghai
Senior Technical Artist (Sep 2021 - Dec 2023)
2XKO (formerly known as Project L) (PC, PlayStation, Xbox)
● [Unreal Engine] Designed and maintained shaders for environment art. Implemented a comprehensive set of material libraries and material functions. ● [Unreal Engine] Redesigned and implemented Fog, Wind, and Cloud systems. ● [Unreal Engine, Houdini] Created physical simulation and maintained the pipeline between Houdini and UE. ● [Python, Unreal Editor Blueprint] Designed and programmed a material management tool. manage parent materials used in scenes, categorizing them and directly displaying their relevant properties. ● [Unreal Editor Blueprint] Designed and programmed a billboard and imposter animation recorder tool. Convert traditional animations into billboards and imposters for optimization. ● [Python, Unreal Editor Blueprint] Designed and programmed a turntable tool. Allow artists to record video files of their artwork within UE easily and quickly. The tool features a user-friendly UI for setting duration, turn count, and other animation or video parameters. ● [Python, Maya, Unreal Engine] Implemented some tools to transfer mesh from Unreal Engine to Maya and execute commands in the system background. ● Wrote and maintained user-friendly documentation and video tutorials for artists. ● Trained artists on using game engine, perforce, and specific tools. ● Supported team leaders in planning and deploying tools, such as UnrealGameSync.

NETEASE GAMES

Guangzhou & Shenzhen
Senior Technical Artist (P4-1, Jun 2021 - Sep 2021) Technical Artist (P3-1 to P3-3, Jan 2019 - Jun 2021)
Hyper Front (iOS, Android)
● [Unreal Engine] Designed and maintained shaders for weapons, environments, and VFX. ● [Python, Unreal Editor Blueprint] Wrote various scripts to deal with problems such as batch-processing assets. ● [Maxsciprt, Python, Unreal Engine] Designed and implemented a texture atlas-based system and workflow. ● [Maxscript] Developed tools for improved modeling and animation workflow, Model validated by project rules, animation import/export, facing rigging system UI, custom attributes. ● [Houdini, UnrealEngine] Developed simulation animation and material in UE. ● Profiled and improved performance. ● Negotiated requirements between art and rendering teams.
FrostPunk Mobile (iOS, Android)
● [HLSL] Created master and special shaders for character, environment, and VFX. ● [HLSL, C#] Created post-process shader for screen space effects. ● [HLSL] Worked with graphics programmer, created and optimized the terrain shader. ● [Substance, GLSL] Ported game engine shaders to Substance Painter for accurate preview. Allowed artists to see immediate results like in the engine. ● [Unity, C#] Implemented asset-checking tools to quickly validate assets according to project rules. ● [Houdini, Vex] Wrote automation tool to recover complete model data from RenderDoc and Nsight. ● Used profile tools (Intel GPA, RenderDoc, and NVIDIA Nsight) to analyze other games’ data to get an understanding of what their production pipelines might be like and the processes they use to create art assets.
Murderous Pursuits Mobile (iOS, Android)
● [Unity] Created and optimized shaders for character, environment, and VFX. ● Optimized and debugged shaders for iOS and Android. ● [Python, Maya] Skin weight transfer tool, exporter tool. ● [Houdini, Unity, C#] Mesh optimization tool with LOD generator.
Onmyoji: Yokai Koya (iOS, Android)
● [Python] Created a standalone tool using Python and OpenCV to batch and produce processed textures. ● [GLSL] Optimized character shader in the in-house game engine.

LEYI NETWORK LTD.

Shenzhen
Technical Artist (Apr 2018 - Dec 2018)
● [Unity] Established a real-time filmmaking art pipeline. ● [C#] Wrote various tools and scripts to speed up the filmmaking pipeline. ● [GLSL] Authored shaders. ● Managed game art resources and used SVN to make version control. ● Trained team on real-time engine workflow and best practices.
 

EDUCATION

National Taiwan University of Science and Technology (2015-2017)
● Bachelor’s Degree in Information Management
Shenzhen Polytechnic University (2012-2015)
● Multimedia Design and Production
 

Software & Skills

Type
Packages
Engines
Unreal, Unity
Code
Python, HLSL, GLSL, Blueprint, C#
DCC
Maya, 3DsMax, Houdini, Substance Suite
Version Control
Perforce, SVN, Git
Profiling
RenderDoc, Nsight, Intel GPA
Other
Photoshop, After Effects, Airtable, Notion, Excel
Soft
Documentation, Communication, Pathfinding, Coordination

Languages

English - Working Proficiency
Mandarin - Native
Cantonese - Native
 
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Jianbin Liu
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