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)
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.
(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.
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.
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
Univ. of Pennsylvania,
School of Medicine
sept 1994 - aug 1996
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.
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.
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)
Biological Basis of Behavior
Sunny Hills High School
1986 - 1990