Experience


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.

TANGENTLEMEN / TANGENT GAMES

sept 2017 - apr 2019


senior vfx/technical art

Wolves of Winter (PS4) [canceled]

Vikarus GDC 2019 Demo (Google Stadia)


Hyperkinetic

apr 2017 - sept 2017

random art guy

As the only 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.



Skydance Interactive

(formally Workshop Entertainment)

founder/partner, oct 2007 - apr 2017

art director / lead vfx / lead technical art

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

As the sole artist, designed and created all art assets for the game, including Live Arcade themes and marketing materials.



Treyarch / Activision

aug 1998 - oct 2005

art director / lead senior vfx

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.



Farsight Studio

may 1998 - jul 1998

freelance 3D artist

Modeled football stadiums and polished supporting art assets.


EA Sports NCAA Football '99 ( PC )


JVC Digital Arts Studio

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

particle system, shader (node-based, some experience in hlsl), post-process, lighting, modeling, non-character animations, UI, scripting (Unreal Kismet/Blueprint, Unity C#), common workflow, pipeline, and optimization 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