Giant Squid Studios
apr 2024 - sept 2025
senior vfx artist
Responsible for the visual-design and implementation of all vfx and vfx-related shaders and technology, including environment, gameplay and cinematics.
Singularity 6
jan 2021 - apr 2024
senior vfx artist / technical artist
As vfx artist, responsible for visual-design and implementation of vfx and vfx-related shader and technology for the environment, gameplay, creatures, world events, and some cinematics. As a tech artist, responsible for creating workflow for many vfx-related unreal workflows, as well as customize-able vfx systems for better implementation and maintenance for world designers. Also occasionally run in-studio tutorials and how-to for other team members who are interested in vfx.
Giant Squid Studios
nov 2019 - oct 2020
senior vfx artist
Responsible for vfx visual design and implementation for all boss combat gameplay, boss combat environment and some cinematics.
Tangent Games
(Tangentlemen)
sept 2017 - apr 2019
senior vfx artist / technical artist
As senior VFX/technical art, responsible for creation of a fully customizable snow weather system that ties in all weather features such as snow, wind, fog, camera adjustment, clothing, and footprints. Also responsible for integrating World Machine terrain generation system into Unreal 4, and setting up workflow and scripts for converting WM output into Unreal 4 biom, fauna, and landscape materials. Additional responsibility also includes supporting all games by injecting life and energy to static worlds, and maximizing the impact of combat and weapon systems with all available VFX techniques.
Reload (Google Stadia) [canceled]
Vikarus (Google Stadia) [canceled]
Nitto Information Kiosk (Kiosk)
Wolves of Winter (PS4) [canceled]
HyperKinetic
apr 2017 - sept 2017
senior artist
As the sole artist, responsible for overhauling all 3D lighting and 2D sprites for better visual clarification, and adding life and animation to static art. Also support UI with VFX for navigation and reward highlights.
Epic Tavern (Steam)
Skydance Interactive
(The Workshop)
oct 2007 - apr 2017
founding partner / art director / lead vfx artist
As art director, our team shipped next-gen version of The Evil Within and 24 PvE maps of Armored Warfare by creating and maintaining a schedule with little over-time requirement from the team. With particular focus on constant and open communication with our team, our partners, and publishers, as well as staying faithful to the original art direction of the projects.
As lead vfx and technical art, we r&d next-gen graphic features to expand visual capability available for game designers and artists on new platforms. We also created new workflows and tools to help art team efficiency and maintain game performance. In addition, supported all games by injecting life and energy to static worlds, and maximizing the impact of combat and weapon systems with all available VFX techniques.
Torpex Games
oct 2006 - jul 2008
senior artist
As the sole artist, designed and created all art assets for the game, including vfx, sprites, Live Arcade themes and marketing materials.
Treyarch / Activision
aug 1998 - oct 2005
art director / lead senior vfx artist
As art director, we shipped Spider-Man 2 by balancing between game design’s physical-swinging needs, new open-world-streaming requirements, and maintaining the film’s artistic vision.
As senior/lead vfx, also supported all games by injecting life and energy to static worlds, and maximizing the impact of combat and weapon systems with all available VFX techniques.
EA Sports Triple Play 2000 (N64)
Farsight Studio
may 1998 - jul 1998
3D artist
Modeled football stadiums and polished supporting art assets.
EA Sports NCAA Football ‘99 (PC)
JVC Digital Arts
dec 1996 - feb 1998
3D modeler / animator
Modeled characters and environment for children’s game. Also storyboard and animated cinematics introducing various job descriptions to young children.
Univ. of Pennsylvania
School of Medicine
sept 1994 - aug 1996
research specialist
Investigated the mechanism of chemo drug cisplatin’s effect on HMG1/2 proteins, in order to explore new options to increase efficiency in killing cancer cells. Also explored the topology of NMDA receptors, in effort to discover effective ways to shut-down neuron during brain stroke event to prevent neuron cell death. Research results were described in 4 articles and published in medical journals.
Skills
Tools
particle system (niagara scripting), shader(node-based, some hlsl), lighting, modeling, non-character animations, UI, scripting (Unreal Blueprint, Unity C#), common workflow, pipeline, and optimization techniques.
Unreal 5.x/4.x/3.x, Unity 5.x, id tech 5, various proprietary game engines. 3D Studio Max, Photoshops, After Effects, Substance Designer, EmberGen, C#, perforce
Education
Univ. of Pennsylvania
1990 - 1994
Bachelor of Arts
Sunny Hills High School
1986 - 1990
Majors
Biology
Biological Basis of Behavior
Minors
Chemistry
Psychology