Resume

My professional journey, skills, and educational background.

Experience

Lead Technical Artist
PlayStation Studios2022 - Present

Embedded with the Naughty Dog Tech Art team, supporting The Last of Us Part I Remake (PS5), The Last of Us Part II Remastered (PS5), and an upcoming AAA title: • World Generation & Procedural Content Generation (PCG): Architected procedural environment pipelines and custom Houdini HDAs for spline-based road generation, PCG biome scattering, and hair card creation; engineered automated level proxy generation, dynamic mesh displacement and remeshing workflows, and high-performance GPU bone vegetation systems to accelerate world-building iteration and optimize real-time runtime efficiency. • Data-Driven Asset & Metadata Infrastructure: Built a centralized asset ecosystem using Python, PyQt, MySQL, and Linux shell scripting, integrating automated AI-assisted metadata tagging and in-engine capture pipelines to streamline asset indexing, build automation, and multi-studio verification. • Cross-DCC, Engine & Standalone Toolsets: Engineered modular standalone tools and cross-functional DCC integrations bridging Maya, Houdini, and proprietary game engines; served as a core embedded contributor for USD schema adoption, custom Maya shelf workflows, and Linux batch automation pipelines. • User-Centric Tool Adoption & Technical Leadership: Partnered closely with 100+ artists, level designers, and engine programmers to gather workflow requirements and translate user feedback into intuitive, widely adopted production tools; provided embedded technical governance, code reviews, and cross-studio mentorship to maintain high asset quality and pipeline stability across milestones.

Technical Artist
Endava Games2021 - 2022

Sensorium Galaxy (UE4, PC VR, Metaverse) Clockwork Revolution (UE5, Xbox, Open World) • Developed real-time lighting solutions (materials, VFX, blueprints) optimized for target framerates • Built open-world NPC workflows/tools with UE5 control rig, vertex animation & blueprints • Supported character customization pipelines & shaders, resolving production issues • Collaborated with core tech on engine challenges and Houdini Engine integration • Mentored junior artists on tools and workflows

Technical Lead
Shocap Entertainment, Ltd2021 - 2021

LiViCi Live & Virtual Circus (EPIC MegaGrant, UE4, Virtual Production, PC/PCVR) Sean Kozak Live DJ Show (UE4, Virtual Production, PC) Press Play – Pepper’s Ghost (UE4, Virtual Production) • Built interactive multiplayer experiences integrating live mocap, VR, LED walls & Unreal Blueprint • Optimized rendering performance and established best practices for asset creation • Developed avatar customization, emotes, and locomotion systems in blueprint • Delivered VFX with Niagara & dynamic material blending for live video/audio streams • Resolved real-time technical issues in virtual production & stage environments • Oversaw technical direction and team guidance; earned Audience Choice Award, SIGGRAPH 2021 Real-Time Live

Technical Artist
Kabam2018 - 2021

Marvel Realm of Champions (Unity, iOS/Android) Disney Mirrorverse (Tool Support) Marvel Contest of Champions (Tool Support) • Developed character, animation & environment pipelines/tools from DCC (Maya, MotionBuilder, Houdini) to Unity • Managed large-scale customized Marvel character assets for live-service games • Supported rendering, shading & lighting workflows optimized for mobile platforms • Partnered with art directors & leads on feature prototyping and visual development • Acted as a bridge between artists & engineers, improving collaboration and workflow efficiency

Mobile Game Developer
Yellow Mouth App2015 - 2018

Degree Monster | Crazy Loop Racing | Pixdog | Twist Turbo | Cups and Cone (Unity, iOS, Android) • Designed and developed multiple mobile games from prototype to release using Unity & C# • Managed UI/UX, game art, and programming, covering full development lifecycle • Incorporated user feedback to refine gameplay, controls, and player experience

Senior Character FX Technical Director
Sony Pictures Imageworks2014 - 2018

Spider-Man: Into the Spider-Verse (2018) | The Emoji Movie (2017) | Smurfs: The Lost Village (2017) | Storks (2016) | Hotel Transylvania 2 (2015) • Developed utility scripts to streamline simulation workflows • Created hair, fur, and cloth setups to meet art direction • Led cloth & groom development, including hair shader tuning, procedural rigs, and dynamic simulations

Character FX Developer/Artist
DreamWorks Animation2011 - 2014

Kung Fu Panda 3 (2015) | Mr. Peabody & Sherman (2014) | Madagascar 3 (2012) • Transitioned hair pipeline from Maya to Houdini, leading tool design & scripting • Built pipeline tools & solutions (render asset tools, dynamic build procedures, muscle systems) using Maya, Houdini, Python, Linux, in-house software • Produced cloth, hair & dynamic simulations for shot production

General 3D Artist
Super!Alright!2010 - 2010

Music Video – Wacky Wacky | U2: 360° at the Rose Bowl (DVD Opening) | Alienware M11X Promo • Handled character modeling, rigging & animation for music video • Modeled spaceship assets for U2 concert DVD opening sequence • Created laptop models for Alienware/Dell promotional content

Skills

Software & Engines

Unreal Engine
Unity
Maya
Houdini
Blender
MotionBuilder
Substance Suite
Photoshop

Programming & Scripting

Python
C#
Qt/PySide
Shell script
HLSL/GLSL

Core Competencies

Asset & Render Optimization
Pipeline Development
Tool Creation
PCG
Unreal blueprint
Shading & Materials
Rigging & Animation
Hair & Cloth simulation
Procedure animation

Education

New York University
2009 - 2011
Master of Science (M.S.)
National Tsing Hua University
2002 - 2006
Bachelor of Science (BS)