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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
 
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Jianbin Liu
Jianbin Liu
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