Experience


Hyperkinetic

apr 2017 - present

Epic Tavern ( Steam )

random art guy

  • Responsible for upgrading and creating new art assets in all area of the game, in order to bring the game to Early Access ship-able state. 
  • Tasks includes particle vfx, lighting, UI, sprite / sprite animation, and C# scripting.

Skydance Interactive

(formally Workshop Entertainment)

founder/partner, oct 2007 - apr 2017

Archangel ( PSVR / Oculus Rift / HTC Vive )

lead vfx / lead technical art

  • Responsible for creating master shaders, optimization, art/technical workflows, and tools for environment art team and vfx team. 
  • Responsible for planning and creating front-end environment and vfx, as well as various other vfx, including weapons and shield.

Gears of War 4 ( Xbox One / PC )

senior vfx

  • Responsible for vfx for escape-themed levels, as well as attack helicopter's weapons vfx, including particles, shaders, and blueprint scripting.
  • Responsible for maintaining schedule and communication with our partners at The Coalition.

Armored Warfare ( PC )

art director

  • Responsible for leading an art team of approx. 10 artists for PvE maps, maintaining schedule, and communication with our partners at Obsidian Entertainment and mail.RU.
  • Responsible for minimap creations of PvE maps.

The Evil Within ( Xbox One / PS4 / Steam )

art director / lead vfx 

  • Responsible for leading an art team of approx. 20 artists for next-gen upgrade, maintaining schedule, and communication with our partners at Tango Gameworks and Bethesda.
  • Responsible for various environment vfx, water and blood shaders, and R&D on next-gen graphic features.

Sorcery ( PS3 Move )

lead vfx / lead technical art 

  • Responsible for most vfx, including particles, shaders, post-process, cinematic planning, and kismet scripting.
  • Responsible for various graphic features R&D, including toon/stylized shader, out-line post-process, post-process-based fog.

Torpex Games

oct 2006 - jul 2008

Schizoid ( Xbox 360 Live Arcade )

the art

  • Responsible for planning, design, and production of all art assets in the game, including all Live Arcade backgrounds and marketing materials.

Treyarch / Activision

aug 1998 - oct 2005

Spider-Man 2: The Movie Game ( Xbox / PS2 / Gamecube )

art director / lead vfx

  • Responsible for leading an art team of approx. 20 artists, maintaining schedule, creating new art workflow and technical requirements to support new streaming engine.
  • Responsible for maintaining overall visual vision and city map design, as well as various environment and AI vfx.

Minority Report: Everybody Runs ( Xbox / PS2 / Gamecube )

senior vfx

  • Responsible for implementing all environment vfx and destruction vfx, including particles and scripting.

Spider-Man 1: The Movie Game ( Xbox / PS2 / Gamecube )

senior vfx

  • Responsible for implement all in-game vfx, including scripting, environment, combat, AI, and cinematic.

Max Steel: Covert Missions ( Dreamcast )

senior vfx / animator

  • Responsible for implement all in-game vfx, including scripting, environment, combat, AI, cinematic, and character animations.

Draconus: Cult of the Wyrm ( Dreamcast )

vfx artist / animator

  • Responsible for implement all in-game vfx, including scripting, environment, combat, AI, cinematic, and non-VSIM character animations.

EA Sports Triple Play 2000 ( N64 )

3D modeler

  • Responsible for modeling of baseball stadiums.

Farsight Studio

may 1998 - jul 1998

EA Sports NCAA Football '99 ( PC )

freelance 3D artist

  • Responsible for modeling of football stadiums.

JVC Digital Arts Studio

dec 1996 - feb 1998

Little Red Schoolhouse ( Kids PC ) [canceled]

3D modeler / animator

  • Responsible for modeling of environment and characters, as well as their animations and cinematic cut-scenes.

Iron John Hawk: Shards of Power ( PC )

jr. 3D modeler / animator

  • Responsible for cinematic animation of death sequences, as well as post-render touch-ups.

Univ. of Pennsylvania,

School of Medicine

sept 1994 - aug 1996

Research Specialist


Skills

particle system, shader (node-based, some experience in cg), post-process, lighting, modeling, non-character animations, scripting (Unreal Kismet/Blueprint, Unity C#), various optimization and workflow techniques.

Proficiencies

Unreal 3.x/4.x Engine, Unity 5.x Engine, id Tech 5, various proprietary engines. 3D Studio Max, Photoshop, After Effect, C#, Flash.


University of Pennsylvania

1990 - 1994

Bachelor of Arts (BA)

Majors

  • Biology
  • Biological Basis of Behavior

Minors

  • Chemistry
  • Psychology

Sunny Hills High School

1986 - 1990