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Resume PDF:
EXPERIENCE
SANDMAN STUDIO
Beijing, Hybrid
Senior Technical Artist (Jan 2024- Present)
PCVR Projects, UE5
- Defined performance guidelines and developed shaders based on art needs.
- Identified performance bottlenecks and drove optimization efforts.
- Tested and improved the UE5-to-Pico VR production workflow.
- Anticipated future roadblocks and needs for the team.
- Assisted artists with troubleshooting, tooling options, and documented best practices.
KUDOS PRODUCTION
Shanghai
Senior Technical Artist (Sep 2021 - Dec 2023)
2XKO (formerly known as Project L) (PC, PlayStation, Xbox), UE5
- Developed environment material inheritance system and templates for visual quality and efficiency.
- Built tools to improve art production efficiency and optimize performance bottlenecks.
- Created environment VFX and shaders using Houdini for UE5.
- Assisted artists with troubleshooting Perforce, in-house tools, and engine-related problems.
- Document workflows, standards, and best practices to ensure consistency and scalability across studios.
NETEASE GAMES
Guangzhou & Shenzhen
Senior Technical Artist (Jun 2021 - Sep 2021)
Technical Artist (Jan 2019 - Jun 2021)
Hyper Front (iOS, Android), UE4
FrostPunk Mobile (iOS, Android), Untiy
Murderous Pursuits Mobile (iOS, Android), Unity
Onmyoji: Yokai Koya (iOS, Android), In-house Engine
- Led shader development for multiple mobile projects, elevating visual quality and performance.
- Established and optimized production pipelines (e.g., Houdini-to-UE/Unity pipeline, UnityShader-to-SP) to enhance efficiency and ensure standards across teams.
- Developed automation tools and asset validation systems in the engine to streamline workflows.
- Profiled and improved performance, optimized and debugged shaders for mobile platform.
- Negotiated requirements between art and rendering, tool engineer teams.
- Wrote documentation for art pipelines.
LEYI NETWORK LTD.
Shenzhen
Technical Artist (Apr 2018 - Dec 2018)
- Established a real-time video production pipeline using Unity Timeline.
- Developed tools in the engine to expedite the production process.
- Created visual effects, including shaders and particles.
- Trained team on real-time engine workflow and best practices.
- Wrote documentation for training and troubleshooting.
- Promoted and trained art teams to use version control tools for developing and managing assets.
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
Spanish - Elementary proficiency