Technical Artist
Ubisoft Shanghai, China
Rainbow Six Siege (Anvil Engine)
- Character creation pipeline integration (animation, skin, shaders, FX, weapons, and gadgets).
- DCC tool development for seamless model import/export using 3ds Max and Maya.
- HLSL shader creation and optimization, implementing new operator skins, weapons, shaders, and FX.
Tom Clancy's The Division 2 (Snowdrop Engine)
- Developed character creation pipelines and integrated animation, skin, shader, FX, and weapon assets.
- Created procedural world-building tools, streaming optimization, and enhanced environment pipelines.
- Integrated UI elements and auto tools using Python; added in-engine shader/FX logic and 3D Megamap UI functionalities.
Far Cry 6 (Dunia Engine)
- Employed Houdini for procedural content generation (PCG) of landscapes, foliage, rivers, waterfalls, and terrain materials.
- Created HLSL shaders, optimized foliage assets, and integrated environment FX for large open-world scenes.